Open SylvainTran opened 3 years ago
A: The interactive story was interesting. Although in one part, if you fall off the ball, you cannot continue since you cannot get back up again. There is no way of finishing the game I can find as the book-making scene seems not to have a win condition.
B:
Also, the menu does not seem to work as it says a function is missing.
--> Did you enjoy blowing up AI-controlled characters with the claymore trap, and if so, do you feel like unlocking more interesting traps in the shop afterwards? I think it was fun and satisfying, would love to play around with different kinds of traps
--> Do you understand what the game is trying to make you do at this point, and if so, do you feel like progressing to know more? I caught on pretty quickly to interact / blow up the objects since i was trying every control but I wasn't fully sure why i was doing it, and if it was actually the right thing to do lol
--> Does the atmosphere of the game, and in particular, the non-playable characters following you around in the house, evoke anything in particular to you (did you catch some meaning to it or was it completely useless?) I liked the ominous feel of being followed and the soundscape, it made it really intriguing but i didn't really get the meaning unfortunately
--> Same with the "ending". Did you catch anything after the Arena scene? I didn't really notice anything after that, but i do like the aesthetics you're exploring
prototype_1b: First of all, thank you for putting your games up on itch.io, it saved me some trouble! Second, good job to you because I am terrified of drowning and the game definitely made me nervous.
Did you enjoy blowing up AI-controlled characters with the claymore trap, and if so, do you feel like unlocking more interesting traps in the shop afterwards? Yes, blowing up AI characters was really fun, And unlocking more traps in the shop would be great,
Do you understand what the game is trying to make you do at this point, and if so, do you feel like progressing to know more? The game is easy to understand and the goal is very clear. Yes, I feel like progressing to know more, exploring answers to why we are blowing up these characters. Maybe there is an interesting story behind the madness.
Does the atmosphere of the game, and in particular, the non-playable characters following you around in the house, evoke anything in particular to you (did you catch some meaning to it or was it completely useless?) The "following" created a sense of tension, but I was no longer worried after discovering that the player is immortal and the AIs don't cause any damage.
Same with the "ending". Did you catch anything after the Arena scene? I did not see anything after killing all the AIs.
prototype_1a:
The storytelling is very interesting (Not a typical Alice In Wonderland story). The connection between the geometric shapes and the story is a creative idea. My only issue was that I had to restart the game multiple times since the character cannot come back to the game once being outside of the canvas. I got stuck at "The years rolled by and still she piled up the little books".
1a: I appreciated the aesthetics and the storytelling aspects of the game. However the intuitiveness was minimal, I have no idea what I'm doing most of the time. I think in games such as this one you need to pay close attention to the level design and pair it closely to the aesthetic in order for it to work.
1b: I didn't even know I was able to buy weapons. When I started playing, was getting my ass beat. Some indications as to which weapons I should start off with or maybe even a default weapon would've helped a lot here.
I could only assume that based on the title there would be some kind of fighting but I didn't really know what was going on in general. If I had better guidance gameplay-wise as to how I can use my weapons or even start with a weapon in general, that would've helped. That way I can start farming the currency system you had in place on the first try and then I'd have more incentive to play more!
At first I thought the NPCs were other players and that you had set up a networking system for this game. In general I think NPCs are cool but I think adding some personality to them in the way they move or the things they say would help me appreciate them more. One of them could've guided me in buying weapons or something.
I didn't get to the ending, I just wanted to die in the arena scene and I stopped playing after.
Side-Note Thank you for posting your game on itch.io cause it made it a lot easier to test your game! :)
1) Did you enjoy blowing up AI-controlled characters with the claymore trap, and if so, do you feel like unlocking more interesting traps in the shop afterwards? I enjoyed blowing up AI-controlled Characters and would enjoy playing with different traps.
2) Do you understand what the game is trying to make you do at this point, and if so, do you feel like progressing to know more? It was a bit confused at first but once I figured out how to interact to the game and blowing up the object I feel like the game needs some progress too.
3) Does the atmosphere of the game, and in particular, the non-playable characters following you around in the house, evoke anything in particular to you (did you catch some meaning to it or was it completely useless?) I felt paranoid with the non-playable characters following me around in the house and I feel it added a feeling of irritation because I felt it was useless unless the goal was meant to confuse us?
4) Same with the "ending". Did you catch anything after the Arena scene? I did not see anything after the Arena scene.
Questions for playtesters:
prototype_1b:
prototype_1a:
Fast links: 1b: https://peelingsun.itch.io/nobles-laying-traps-v01b 1a: https://peelingsun.itch.io/alice-in-wonderland-error