Documentation + User Guide


COMPARISON:

The final version of this game falls short of the ambitious expectation I initially set, but the important parts are there.

  • The story and plot I planned were discarded in this version. Planning for a story in a game made in 6 weeks isn't the smartest idea I've ever had. It's a doable feat, but doable and recommended aren't the same word.
  • The explorable word is very small, but I tried to make the areas that are explorable very open to traverse.

FEEDBACK:

In regards to the feedback, I'll present each major question, and the average response.

  1. Do you think the audio suits the game? (From 1-5): 4.25
  2. If you have any comments about the audio and graphics, please share them here: More audio
  3.  Which control mode did you prefer while playing? 50% global, 25% local, 25% no strong opinion
  4. How intuitive were the controls that you preferred? (From 1-5): 4.5
  5. When moving between rooms, was the camera speed too fast, too slow or just right: 100% Just Right
  6. How bug-free was the playing experience? (From 1-5): 4.25
  7. Did you encounter any bugs? If so, please describe the bug in as best detail you can: Collision issues and leaving map confines.
  8. What did you like most about the game? Puzzles, exploration and quality of content added.
  9. What did you like least about the game? Colliders, uncertain of if currently out of bounds, no defined end point, unclear graphics.
  10. Are there any important features that you believe should be added? Teleporters.
  11. Did you find any secret collectables: 2.5
  12. If given the opportunity, would you speedrun a longer, more developed version of this game: Only if they run out of games to play.

And while not a question on the form...

13. I also received additional feedback, particularly around reducing player downtime when drifting, or some actions in game being to sensitive to user input.

And that was the feedback I gathered. While it'd be near impossible for me to fully explain how each question impacted each decision I made after receiving it, I'll explain the major changes, [and refer to the relevant feedback].

  • Added portals [10]. Not exactly the same, but portals allow for some fairly creative puzzle ideas.
  • Added some more sounds, particularly added sound to the togglable switch [1, 2]. Definitely improves the ambience of the game, but it could be improved further upon at a later time.
  • Fixed some janky colliders [6, 7, 9]. This was one of my bigger priorities, and I worked to reduce the instances where collision issues would arise, and even found some hidden tiles causing issues with walking.
  • Player drift speed has increased [7, 8, 9,  13]. To focus more on exploration, and to reduce the amount of downtime, and allow for players to sooner realise whether they're headed for safe ground or the void of space.

ASSETS:

The assets used all have their purpose.

  • Player Sprite: While a simple, similarly shaped square could suffice, an animated character provides extra personality to what is otherwise a fairly generic character. Having small things, like sitting down after a period of idling, adds character to any protagonist.
  • Level environment: A simple, 4-colour environment, intended to be used as a wall, floor and ceiling. The design had to be simple so that the texture wouldn't be overbearing in abundance, but not simple enough to lose clarity. Some hints, such as directional arrows and keyboard buttons, are present as decoration, giving the player a hint on what to do, primarily at the start.
  • Checkpoint Sprites: A simple sprite that lights up when touched for the first time. It having 3 states helps the player identify whether they've... a) never touched it (greyed out and small), b) touched it previously (greyed out and extended) and c) currently active (lit up and extended).
  • Electricity Sprites: The electricity is actually rendered using a line renderer, allowing me to make procedural zig-zag animations for it, without needing to draw it by hand. The erratic nature indicates it's electric-ness, and warn about how hazardous it is.
  • Collectibles: The collectibles are deliberately looking out-of-place, to incentivise players to seek them out. Rendered first as a 3D cube, then hit with coloured lights, then squashed into 2 dimensions.
  • UI: The UI is very simple, even just using the default text for some of it. The Title and the buttons use a blocky aesthetic.

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