Al: Playtest Version 2


Playtest Results of our second version of Low Polymorph. 

Prepared Questions

  • What is your opinion on the spells, re: functionality? options?
  • What are your thoughts on the layout of the level? Especially regarding...
    • The placement of the NPCs?
    • The size of the map and distance between certain points?
    • Amount, quality, placement, choice, etc. of environment assets?
  • Is the audio too loud or too quiet? 
  • Is the music and sound effects mixed well?

Notes from Playtesters

  • The background music is too loud.** Fire is too loud, also.*
    • One said the sound is polished, but it would be nice to have a master volume slider for control independent of computer settings. (UI art/scripting**).
  • Enjoy the variety of spells (and the IDEA of ones unfinished) and the sound effects associated.
    • The teleporting spell resets the first level.*
    • The fire spell particle effect doesn't match the low polygon style.
    • The fire spell seems like it has a variable recharge, we should assign a set recharge.*
  • The level layout is very polished. The high vantage point to start with, so you can see all the potential places to go, opens the prospect of exploration well.
    • Players can climb all the way up the mountain. This could be fixed with a thick tree game wall or better code ground checks.*
    • The map size has been called perfect and a tad too lad, "but it works that way."
    • The "stone wall" prefab houses have walls without colliders, allowing players to walk through them.
    • The large map and many visible trees on open is slow (webGL build or regular issue?), level could use optimization.*
    • The environment is pleasant.
    • The Arena asset re-appeared for some reason??
  • Enemies need more feedback when they die (particles, sound, and/or animation).*
    • There could be more of them to fill the large map better.*
    • A floating health bar above the enemies is needed.*
    • The NPC spaces are nice.

Ideas From Observation

  • We could add more slightly higher vantage points accessible throughout the level, since players enjoy high scenic views.
  • The music restarting when you teleport hurts me psychically. It needs to be prevented from destroying and playing on load
    • It could just be removed from the player in the Indoors scene, as I remember I had picked out a different, calm, ambient noise for that scene.
  • I noticed the goo enemies have a "flatten" animation where they collapse into the ground. It would be fun to make that their death animation instead of having their bodies disappear. Or would that make people feel weirdly guilty?


* An issue for us to fix/decide people just have to deal with it.
† We may have already fix this by the time of posting.
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Files

WebGL.zip 21 MB
Nov 09, 2020

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