Devlog 5 - Testing Session


Well, this assignment is drawing to a close very soon, and having just concluded the playtest, let's discuss what I added this week.

Before the playtest began, I finally sound, which only made me realise how quiet the game was before. Although it was thematically fitting as the game takes place in space, having sound makes it far less empty. No music though, didn't get around to that.

Next, I decided to add some UI, indicating how many collectibles have been found out of, currently, all four of them. It's a basic,  simple addition, but it is a welcome one at that.

Aaand that's all I got done before the playtest, which went... pretty well! I got some pretty useful feedback on things I should change, and some additional suggestions for future additions. So, thanks to everyone who playtested it! Now, I'll jump into the feedback from the playtest.

A playtester wasn't a huge fan of how the floor tiles look, and I agreed. So I swapped them out for a more modular design, and removed the outline above it, making it clearly defined where the floor and background began and ended.

Another playtester found a few spots where collision wasn't collisioning right. The culprit, asides from Unity being Unity, turned out to be some stray tiles from another tilemap hiding behind them. Forgot I left those there, my bad!

And lastly, I recieved a pretty good suggestion; teleporters. So I added Portals! ...look it's close enough alright? Anyhow, it works like portals normally work. Enter one end, exit the other. It's a simple science, really. To make sure they don't just infinitely send you back and forth between the pair, I made the teleport code not work until the player first left the exit portal's collider. This does allow for some sneaky secrets... one of which I maye have already hidden.

Welp, hints aside, this wraps up Week 5. Next week is the final hurdle, so the finish line is getting pretty close.

Files

game.zip.zip.zip.zip Play in browser
Oct 11, 2023

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