chrysoulaskalkogiannis / Prototype_03

0 stars 0 forks source link

Playtest answers #1

Open sebchampoux opened 3 years ago

sebchampoux commented 3 years ago

Does not doing much in a game put the player in a calm state of mind?

It depends on the atmosphere conveyed by the game. I'm sure it would be possible to make a very stressful game in which the player does little (I've never played but from my knowledge of it, I think Five Nights at Freddy's could be an instance of that).

How long did you play for?

A minute maybe? I waited about 30 seconds after the last cube. I explored the stage and waited to see if something else would come up before stopping the game.

Do the pick ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc.

The pickups were the whole point of the game in its current state, in my opinion. So yes it would be great to have a concrete goal around them, like collecting a certain number, or having different types of pickups and associating different actions to each.

Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by?

Yes! It was really pleasant, the atmosphere looked great like in your second prototype, and the music was nice.

If you were to add anything to this experience what would it be?

A more specific goal, whether it is collecting or avoiding pickups, or something else entirely if the pickups are just meant to be an item in the quest.

Would you like to see this as a game with a loss state or would that just take away from a calming experience?

According to my definition of games, you should be able to win and lose. But I see that this prototype is meant as something relaxing from your playtest questions, so good question. Perhaps if the level of difficulty was not too high you could keep the feeling you want whilst giving a concrete goal to the player? I don't have a real solution for you frankly, just food for thought.

PatrickChavez commented 3 years ago

- Does not doing much in a game put the player in a calm state of mind?

The aesthetics help out a lot: the chill music and neon lights made me feel tranquil and sleepy. As for the gameplay, while the slow movement of the avatar and the collection of cubes helped to keep me calm and engaged, once the cubes stopped appearing I began going out of bounds to see if there was more to the game.

- How long did you play for?

Around 5 minutes across 3-4 playthroughs.

- Do the pick ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc.

I believe that the pickups helped to put me in a trance; as if I was slowly getting into the game world. I think that adding other elements is a great idea.

- Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by?

A little, but without anything else to do, I just end up going out of bounds to see what else is there to the prototype.

- If you were to add anything to this experience what would it be?

- Would you like to see this as a game with a loss state or would that just take away from a calming experience?

As explained in the prior question, there’s a chance that the inclusion of a loss state can keep some players engaged, but ruin the calm experience. Perhaps there could be an “endless” mode where no loss state is possible?

CocoChao commented 3 years ago

• Does not doing much in a game put the player in a calm state of mind? There were no signs of surprise event and the music helped me keep a calm state of mind.

• How long did you play for? For less than 5 mins.

• Do the pick-ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc. The pickups kept me busy for the first few seconds. It would be interesting to see the pickups make the player glow, until it runs out of battery and needs to collect the pickups again. The pickups could have three different colours allowing the player to glow in three different colours.

• Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by? If the pickups appear at a constant rate and were not random, it will maintain the calming experience. The music itself says a lot about the game already. (It would be a great idea to match the pickups with the beat of the song)

• If you were to add anything to this experience what would it be? I thought that whenever the player would touch the barriers on the side, they would collide and move aside, but the character just goes through the pole. Also, the respawn mechanism does not work if the character drifts off the main path, it just continues to move towards a totally dark (unknown) area. Last thing, if you want a smooth transition for the respawn mechanism, I suggest you move the trigger collider a little before the end of the street to create the illusion of an infinite path.

• Would you like to see this as a game with a loss state or would that just take away from a calming experience? It depends on what is lost, if it is the life state, then it would take away from the calming experience. If the player loses brightness/glow for example (like I mentioned previously), then I would not mind.

Btw, I enjoyed the neon aesthetic of the game and the music was the perfect last touch.

LeVieuxSinge commented 3 years ago

Does not doing much in a game put the player in a calm state of mind?

Yes. The synthwave experience is relaxing.

How long did you play for?

1 playthrough.

Do the pick ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc.

I would like for either the cubes to be more interactive or not there at all.

Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by?

Except the multiple non working lights, the end game experience is calm and relaxing.

If you were to add anything to this experience what would it be?

From my opinion, adding a bit of gameplay would make the game more interesting. A point system, increasing difficulty, increasing speed, multiple songs to pick from.

Would you like to see this as a game with a loss state or would that just take away from a calming experience?

It would indeed remove the calm experience by adding a stress factor, but it would also create a goal to the game.

amandaclement commented 3 years ago

Does not doing much in a game put the player in a calm state of mind? Might not be the case for everyone but for me personally, yes!

How long did you play for? I played three times, so about 5 minutes.

Do the pick ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc. No, they don't and I would like to see them more integrated in the game. If you are looking to keep the calm player experience then I would maybe stay away from point systems as they can add pressure/stress. Beat mapping sounds like a cool idea to explore!

Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by? Yes. The first time I tried your prototype, I wasn't sure if more would appear later on but then I found it pleasantly relaxing to just watch the street and the lights reflecting off the character.

If you were to add anything to this experience what would it be? Rather than just going down a linear path, it could twist and turn according to the beat of the music. Or the colours of the lights could change accordingly? The music is pretty captivating so making the visuals of the scene match it could really add to the experience!

Would you like to see this as a game with a loss state or would that just take away from a calming experience? I think it would take away from the calming experience.

Overall, this was a really cool prototype! Different from the other ones I've played this semester.

LiliaIsABell commented 3 years ago

1. Does not doing much in a game put the player in a calm state of mind? A little bit. I am one of does people that if I am not doing anything I freak out a little, so having something simple to do is calming.

2. How long did you play for? For about about a minute or two since I presented to the class. Alone I played it for a couple seconds.

3. Do the pick ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc. Since you mentioned earlier about the player being relaxed, I think beat mapping could be very satisfying. Points could also be satisfying but would eventually annoy me if they have no purpose, so it would work better if there was a way to lose at the game. However, I would definitely appreciate a chime or any pleasant sound playing when collecting a block. Maybe they each have a different note and we play a song.

4. Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by? For me, it was for a couple seconds, but, as I mentioned before, I get inpatient and uncomfortable if I don't do anything.

5. If you were to add anything to this experience what would it be? Probably just sound for the blocks. Also, I personally enjoy having goals and a resolve, so maybe having a goal of how many cubes to collect or maybe collecting as many as possible and have obstacles that reset my game.

6. Would you like to see this as a game with a loss state or would that just take away from a calming experience? I am not 100% sure what "loss state" means but I assume it means that I can lose in the game. I personally do prefer if there was a way to lose. Some may say that it will change the idea of a calming experience, but, to me, calmness comes from resolving or achieving something rather than being put in a "calm" environment.

Side note, before the blocks stopped and I had nothing left to do nor achieve, I did feel pretty calm and I very much enjoyed the game and it's aesthetic.

MeghanC1470 commented 3 years ago

Does not doing much in a game put the player in a calm state of mind?

How long did you play for?

Do the pick ups get in the way of the experience or would you like to see them more integrated in the game by having a points system, speed boosts, beat mapping of the song? etc.

Though the pick ups do abruptly end (my fault for now properly figuring out a way to keep them spawning) is it still a calming experience of just watching the street go by?

If you were to add anything to this experience what would it be?

Would you like to see this as a game with a loss state or would that just take away from a calming experience?