Dev log 6 of 9
Reflecting on Playtest 1
Quick brainstorm reflecting on playtest 1. Began implementing a new solution that may require more coding.
The following are the notes I took while playtesting:
- Attack level 1 and 2 are too similar and attack 3 is obviously more powerful
- Limit Player attacks
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What UI do I need?
- Health
- Attack charge
- Indicating when player is hit
- Fix player death
- Dynamic UI elements
- Remaining mechanics
- Audio system and all sound asset
Based on feedback and my own playing of the game, I decided the game was too complicated and there were too many controls to balance. I realized I could come to the root of the issue by taking note of the things the player has to keep track of while playing.
- Moving, dodging, positioning
- Hitting things away from yourself
- Hitting things into other obstacles
- Collecting fragments (fuel for attack)
- When to hold and release attacks
I realized that something needed to be limited in some way. I had a few ideas...
I knew I didn't want to limit the timing of charging and releasing the attack as that should be an integral part of the gameplay. I also didn't want to limit hitting things into other things or in other words triggering chain events.
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Limit collecing fragments: If I removed the need to collect fragments, that would be one less thing for the player to focus on. I could do this either by giving the player infinite attack or by making fragments autocollect.
I figured that infinite attack would make the game too easy, but a cool down or autocollection would work.
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Limit movement: If the player movement was automated in some way it would mean one less thing for the player to focus on. I needed a creative way to limit movement, so I came up with a few ideas.
Space Foosball: Up and down arrows move an array of drones, and space is used to attack.
Rotate a space station or control an orbital drone: use left and right to rotate, up and down to switch weapons, and space to attack
And finally a ricochet based movement where the player would sling shot around planets with gravity effects