looking at feedback from playtesting


Music:

one of the music track,"violet vibe" is 8.9 minutes long which made the playtester feel like theres not enough difffernt music in the game despite there being like 68 tracks in the game.

general:

from watching the play test footage,one thing i realize is that the game has no down time for the player to slow down to think,and to reflect on their action/mistakes.

Which would be something i need to take into consideration for designing stuff in the future.

>need to add text outline for these texts.also remove the enemy on the text.



>imagination:player figure out the gun meachnic by shooting at the ground and jumping

>reality:palyer is focused on the running at its own pace and "ignored" everything  

tutorial needs more work.jpeg


on the other hand the ghost thing is doing its job when the player is stuck and need something to learn from (edited)

playtester: makes tsk noise of frustration (edited)

me:i am dead 

every time i hear a tsk my sanity point goes down by 10

the tutorial also didnt explain things well enough and the player were not mastering the the gun meacnihc

(how surprising that a tutorial that doesn't explain anything leads to that /s) 



the other problem is the player stopping and playing slow so he could shoot everything while the level design totally goes against that(what kind of runner game  is this if the player isnt running 90% of the time) 

which asks the player to either move fast or get swarmed by bullets

see wall of doom above

the supposed counter to this problem and the the main thing to control player speed

and stage 1-2 just need a rework in general to make it obvious that its not about shooting its about parkouring(which the game in geenral needs a fix to make it obvious what kind of stage is this stage about) 

i fixed the later stages from the bug that makes enemy shoot way too early but it seems not so for the earlier stages







this section is just bad and needs to go/rework

asking the player to do precise dodging while the game litteraly does not allow it is not a good idea(tbf i was running out of ideas for levle design at that point)

in a normal shump the player have absolute control over the fighting jet 

so bullet patterns can be designed arounded that to allow the player to precisely dodge the barrages

but not in this game so everything need to be designed around player lacking precise horizontal and vertical movement controls

(why am i trying to mix genres for my first game and giving myself  a hardcore tutorial again.jpeg)

i love hearing god damn responses

its a lot chiller than tsk.mp3 (bouns points that i dont like high pitch stuff)

maybe i should make a counter for that



and thats the end of the playtest footage


Get A2C:Ayry seems to be playtesting a 2D runner shooter from Cci(demo)

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Comments

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(+1)

Great game!

Deleted 1 year ago