FullSiliconAlchemist / LevelDesign_2

Prototype number 2: working on first person controller and trying to conceptualize some game elements
MIT License
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Sébastien's feedback #1

Open sebchampoux opened 3 years ago

sebchampoux commented 3 years ago

Non-playtest related, but there was an error in the TargetNeutralized script that prevented the score from displaying correctly for me. I got it to work by changing scoreText = GameObject.Find("/PlayerCanvas/Score").GetComponent<Text>(); to scoreText = GameObject.Find("/Canvas/Score").GetComponent<Text>(); to match the canvas name in the Unity scene.

Are the controls tight? In other words, do you feel like you are moving the way you intend to?

Yes, but they didn't behave like I expected. Upon reading your readme, I expected that Shift would do a boost jump only. In other words, that I'd go up. I pressed shift after jumping and it did nothing. Then, I pressed shift whilst moving forward, and I realized that the boost was in fact in the direction in which you are moving.

Are you able to intuitively overcome obstacles and navigate in the game?

Yes, it was very intuitive.

How does the boost jump game mechanic feel or make you feel? Does it work well within the level?

I think it's a neat mechanic, but it should be explained better (or given another name than "boost jump") so that there is no confusion on what it really does. It works in the level and definitely was necessary as the gap in-between platforms was too great to jump without that boost.

How does punching ennemies off the level feel or make you feel? Does it feel like it is testing your reflexes?

I'm not sure if everything was working well (hopefully I didn't miss something) but the enemies that were on flat land didn't move. Therefore, even though I knew I would lose life points if I touched them, it wasn't very stressful to get close to them nor to punch them.

What kind of visual or audio effects would you have liked to see during the gameplay?

A punching sound and a pain sound, both for the player and enemies, would be neat. As for visual effects, I'm not sure exactly but it would be great to make it more obvious when the player gets hurt (the screen flashes red or something along that line).

Does the objective of the game provide a challenge?

After I figured out that the boost-jump thing, not really, it was very easy to complete the level. If the enemies were moving, the obstacles were more challenging and/or the level was longer, then yes the game could be made to be more difficult.

FullSiliconAlchemist commented 3 years ago

Nice man, thanks for the feedback, very helpful!

On Thu., Feb. 25, 2021, 2:06 p.m. Sébastien Champoux, < notifications@github.com> wrote:

Are the controls tight? In other words, do you feel like you are moving the way you intend to?

Yes, but they didn't behave like I expected. Upon reading your readme, I expected that Shift would do a boost jump only. In other words, that I'd go up. I pressed shift after jumping and it did nothing. Then, I pressed shift whilst moving forward, and I realized that the boost was in fact in the direction in which you are moving.

Are you able to intuitively overcome obstacles and navigate in the game?

Yes, it was very intuitive.

How does the boost jump game mechanic feel or make you feel? Does it work well within the level?

I think it's a neat mechanic, but it should be explained better (or given another name than "boost jump") so that there is no confusion on what it really does. It works in the level and definitely was necessary as the gap in-between platforms was too great to jump without that boost.

How does punching ennemies off the level feel or make you feel? Does it feel like it is testing your reflexes?

I'm not sure if everything was working well (hopefully I didn't miss something) but the enemies that were on flat land didn't move. Therefore, even though I knew I would lose life points if I touched them, it wasn't very stressful to get close to them nor to punch them.

What kind of visual or audio effects would you have liked to see during the gameplay?

A punching sound and a pain sound, both for the player and enemies, would be neat. As for visual effects, I'm not sure exactly but it would be great to make it more obvious when the player gets hurt (the screen flashes red or something along that line).

Does the objective of the game provide a challenge?

After I figured out that the boost-jump thing, not really, it was very easy to complete the level. If the enemies were moving, the obstacles were more challenging and/or the level was longer, then yes the game could be made to be more difficult.

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