Playtest Notes


Playtest 1 Notes:

  • The players talk to each other
  • Thinks shoots green box or each other 
  • Maybe there is another signifier that is is an enemy 
  • No issue with him touching the enemy
  • Fix spawn point of the player’s bullet
  • Family oriented visuals 
  • Visual clue for each ability 
  • Fix movement - feels sluggish
  • More visual significant
  • Will play with family and friends due to the humble sprites + coop game
  • Animation would be good

Play-tester Pictures:

Playtest 2 notes:

(Notes:

  • Order of operations of players on how to solve each puzzle
  • Stage the obstacles in order to teach the players their special abilities)
  1. While play-testing players were communicating about their special powers - this could be indicated with words or labels unless there is a proper tutorial room
  2. Players were confused with their goal. 
  3. Frog should be fixed
  4. Washer was visually more attractive than boxes - should reverse the visual hierarchies
  5. Bottles are a bit ambiguous - since it is an interactable object, players thought it is valuable to the game-play
  6. Put the wall collider bit up
  7. In terms of the progress of the level design - increase the complexity while teaching more
  8. Give some task to do when one player is solving the puzzle
  9. The story is dark but visual is too light(enemy does not look threatening) so add the emotion on the scene with lights and sounds

Playtest 3 note:

  1. Personality to the each players
  2. Sprite order messed up
  3. First level - going to the secret room - 
  4. Controller 
  5. Powers of the players are fairly balanced

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