Is the perception of height noticeable during gameplay?
Yes, it's nicely proportioned. The character felt a bit heavy when moving (its mass maybe?), I think if the player felt lighter/more agile it'd amplify the fear of falling over and the overall height perception.
Does the gameplay fit the genre of a top-down adventure game?
Not an expert in the genre but from what I could see - yup, definitely. I actually really enjoyed the way you framed the scene.
Does the camera movement feel smooth?
The camera wouldn't follow the player capsule at first, it only worked after resetting('R') the scene - after that though, it ran smoothly and framed the scene really well (might have been a minor glitch on my device). Depending on which experience you're trying to create, I think it'd be interesting to play with camera angles - occasionally changing it to disorient the player, making a curve/jump more intense by zooming in, etc.
Do you find it difficult to perceive a depth of field during gameplay?
At first, I thought the scene had a 2D perspective, but after jumping I realized its orientation. Aside from the starting position, the rest of the scene is very clear and nice. I didn't mind the misunderstanding though, it gave me an 'oh' moment. For the future, maybe the depth of field could be even more exaggerated - the scene's props and atmosphere would definitely boost that.
Do you believe this can be realized as a full-fledge game with a narrative?
Of course, why not 💪. The Mario Series is about a plumber trying to save a princess, whereas the gameplay is all about the platform genre.
Does this feel different than other top-down games you've played?
It did, I never quite saw this perspective in a game scene - although I'm not an expert in the field. Still, kudos!
Is the perception of height noticeable during gameplay? Yes, it's nicely proportioned. The character felt a bit heavy when moving (its mass maybe?), I think if the player felt lighter/more agile it'd amplify the fear of falling over and the overall height perception.
Does the gameplay fit the genre of a top-down adventure game? Not an expert in the genre but from what I could see - yup, definitely. I actually really enjoyed the way you framed the scene.
Does the camera movement feel smooth? The camera wouldn't follow the player capsule at first, it only worked after resetting('R') the scene - after that though, it ran smoothly and framed the scene really well (might have been a minor glitch on my device). Depending on which experience you're trying to create, I think it'd be interesting to play with camera angles - occasionally changing it to disorient the player, making a curve/jump more intense by zooming in, etc.
Do you find it difficult to perceive a depth of field during gameplay? At first, I thought the scene had a 2D perspective, but after jumping I realized its orientation. Aside from the starting position, the rest of the scene is very clear and nice. I didn't mind the misunderstanding though, it gave me an 'oh' moment. For the future, maybe the depth of field could be even more exaggerated - the scene's props and atmosphere would definitely boost that.
Do you believe this can be realized as a full-fledge game with a narrative? Of course, why not 💪. The Mario Series is about a plumber trying to save a princess, whereas the gameplay is all about the platform genre.
Does this feel different than other top-down games you've played? It did, I never quite saw this perspective in a game scene - although I'm not an expert in the field. Still, kudos!