How difficult did you find the game to be? What elements made it difficult (or not)?
It definitely wasn't easy, but in the best way possible. I enjoyed the challenge of figuring out which way to orient both myself as the player and the environment.
If you found the game difficult, would you say it was "the good kind" of difficult or was the difficulty more annoying/stressful than anything?
I spoiled the answer already haha - it was the best kind of difficult, I really enjoyed the hybrid experience of solving puzzles and attempting to get through the platform.
Did you feel like you were able to properly understand the impact your actions had on the game's environment?
Took me a few tries, but yes - it wasn't confusing, I simply needed time to explore.
Did you feel like you were able to maintain your sense of direction throughout the the game?
To be honest, I think I lost it from the very beginning, but it didn't feel annoying, since it made for an immersive experience and gave the impression that the game was increasing in difficulty.
Did you feel like your abilities (rotating the room, pulling green blocks) made the game more interesting than if you didn't have them?
Absolutely! I was very curious to interact with the environment just to explore options, and the little sound effect for dying was oddly cute so I didn't mind failing haha. Moreover, when I did use the interactions correctly, I felt smart and accomplished XD
How easily were you able to understand/master the controls of the game?
I was able to understand the mechanics of it, but not really master them - I don't believe myself skilled enough to do so in a short time. However, I feel like testers with more experience would definitely be able to complete the platform.
How clear did you find the game's visual language to be (for example, different colors and shapes being used to differentiate elements)
Very clear and harmonic palette, the color-coding was functioning very well. A bit on the stronger side for my taste - I do see and appreciate the saturated elements as stylistic choice for the overall atmosphere, however I feel like slightly softer shades would help the player maintain their sense of direction a bit better.
Would you be interested in playing a longer game (with an actual narrative and better visuals, among other things) based around this core concept?
Yes, I would be very interested in repeatedly failing over a longer, more complex version of this prototype. It's visually, acoustically, and mechanically very pleasing.
Do you have any suggestions on what you would improve in terms of mechanics and gameplay?
I'd be very curious to see a potential narrative and I think a difficulty setting option might be interesting for noobs like myself.
Also, as a small side note, the mouse movements were quite jerky on my end, but I think that might have to do with unity related settings
How difficult did you find the game to be? What elements made it difficult (or not)? It definitely wasn't easy, but in the best way possible. I enjoyed the challenge of figuring out which way to orient both myself as the player and the environment.
If you found the game difficult, would you say it was "the good kind" of difficult or was the difficulty more annoying/stressful than anything? I spoiled the answer already haha - it was the best kind of difficult, I really enjoyed the hybrid experience of solving puzzles and attempting to get through the platform.
Did you feel like you were able to properly understand the impact your actions had on the game's environment? Took me a few tries, but yes - it wasn't confusing, I simply needed time to explore.
Did you feel like you were able to maintain your sense of direction throughout the the game? To be honest, I think I lost it from the very beginning, but it didn't feel annoying, since it made for an immersive experience and gave the impression that the game was increasing in difficulty.
Did you feel like your abilities (rotating the room, pulling green blocks) made the game more interesting than if you didn't have them? Absolutely! I was very curious to interact with the environment just to explore options, and the little sound effect for dying was oddly cute so I didn't mind failing haha. Moreover, when I did use the interactions correctly, I felt smart and accomplished XD
How easily were you able to understand/master the controls of the game? I was able to understand the mechanics of it, but not really master them - I don't believe myself skilled enough to do so in a short time. However, I feel like testers with more experience would definitely be able to complete the platform.
How clear did you find the game's visual language to be (for example, different colors and shapes being used to differentiate elements) Very clear and harmonic palette, the color-coding was functioning very well. A bit on the stronger side for my taste - I do see and appreciate the saturated elements as stylistic choice for the overall atmosphere, however I feel like slightly softer shades would help the player maintain their sense of direction a bit better.
Would you be interested in playing a longer game (with an actual narrative and better visuals, among other things) based around this core concept? Yes, I would be very interested in repeatedly failing over a longer, more complex version of this prototype. It's visually, acoustically, and mechanically very pleasing.
Do you have any suggestions on what you would improve in terms of mechanics and gameplay? I'd be very curious to see a potential narrative and I think a difficulty setting option might be interesting for noobs like myself. Also, as a small side note, the mouse movements were quite jerky on my end, but I think that might have to do with unity related settings