Do the boat controls (using side arrow keys, or A and D to move) feel natural?
I'm not sure if I need to press W to start the boat or if it starts slowly on its own, it took me a little (embarrassing) bit to get moving. The A/D controls were smooth, however, I feel like the rotation was a bit dramatic/exaggerated compared to the tranquility of the overall scene. However I do have a tendency of taking a bit to get the hand of games controls, so it might have been my noob-self.
Do the boat's speed and weight make sense?
I believe so yes - I think including acceleration (other than velocity - unless it's already there and I didn't notice) would make the movement even more natural. And make the gameplay potentially more difficult, I guess.
Did the rock placement make sense? Were they easy to dodge?
Hmmm I think so? It felt like I was progressing because of the lucky placement of the rocks, not necessarily bc of my dodging skills. I also noticed that once I hit even just one rock, it was impossible for me to regain control of the boat quick enough to avoid other obstacles - I just ended up dying (a very peaceful death, might I add).
How does the environment make you feel? Space-wise and aesthetic-wise?
Omg so soothing. I had a good day and this still made it better. It's the most relaxing adventure - I really loved the mix of action and tranquility.
What did you feel about the music?
Again - so soothing, it fits so well and contributes to building such a peaceful ambiance. Is it an original piece??? :000
Does anything feel unusual/uncomfortable in the environment?
Nope, it's all very cohesive and pleasant. I'd be super curious to see a more advanced version - this draft/rougher version for the prototype is already so uwu
What kind of objects/creatures would you like to see floating on or swimming underneath the river?
Omg so glad you included this question I really wanted to elaborate on that. This prototype made me think of the game 'WAyE' in some ways. A chill adventure where the scenery really creates a unique 'wow' factor. I would say go crazy - maybe it starts with dolphins and then you get aquatic unicorns - let your imagination run free. Oh! An idea could also be, at some point, to have the boat twist on itself but instead of "drowning" you just rotate into another (maybe underwater?) scenery. It's probably a wobbly explanation, pls let me know if you'd like me to elaborate on that.
Right now, the sides of the river are bare. What kind of places would you like the boat to travel to?
I honestly feel like this game could also fit the "the real treasure was the friends we made along the way" category, in the sense that the adventure is the journey itself, and it might not need a destination.
Can you imagine this game being transformed into a narrative game? If yes, what kind of narratives?
Oh, interesting question. Hmm...maybe if there is a destination, you could build the narrative on that, but I feel like this game has so much variety in terms of potential directions...The narrative could be smth as simple as a merchant just traveling around or smth along the lines of a 'heroic' journey/adventure.
Any general suggestions?
I think rocks as obstacles make a lot of sense, however, I do think this could go in a more abstract direction if intended. Say, maybe there are also 'portals' of some sort that bring the player to alternative dimensions and thus further from their destination. If you're familiar with the Disney movie 'Treasure Planet' - smth along that design.
Do the boat controls (using side arrow keys, or A and D to move) feel natural? I'm not sure if I need to press W to start the boat or if it starts slowly on its own, it took me a little (embarrassing) bit to get moving. The A/D controls were smooth, however, I feel like the rotation was a bit dramatic/exaggerated compared to the tranquility of the overall scene. However I do have a tendency of taking a bit to get the hand of games controls, so it might have been my noob-self.
Do the boat's speed and weight make sense? I believe so yes - I think including acceleration (other than velocity - unless it's already there and I didn't notice) would make the movement even more natural. And make the gameplay potentially more difficult, I guess.
Did the rock placement make sense? Were they easy to dodge? Hmmm I think so? It felt like I was progressing because of the lucky placement of the rocks, not necessarily bc of my dodging skills. I also noticed that once I hit even just one rock, it was impossible for me to regain control of the boat quick enough to avoid other obstacles - I just ended up dying (a very peaceful death, might I add).
How does the environment make you feel? Space-wise and aesthetic-wise? Omg so soothing. I had a good day and this still made it better. It's the most relaxing adventure - I really loved the mix of action and tranquility.
What did you feel about the music? Again - so soothing, it fits so well and contributes to building such a peaceful ambiance. Is it an original piece??? :000
Does anything feel unusual/uncomfortable in the environment? Nope, it's all very cohesive and pleasant. I'd be super curious to see a more advanced version - this draft/rougher version for the prototype is already so uwu
What kind of objects/creatures would you like to see floating on or swimming underneath the river? Omg so glad you included this question I really wanted to elaborate on that. This prototype made me think of the game 'WAyE' in some ways. A chill adventure where the scenery really creates a unique 'wow' factor. I would say go crazy - maybe it starts with dolphins and then you get aquatic unicorns - let your imagination run free. Oh! An idea could also be, at some point, to have the boat twist on itself but instead of "drowning" you just rotate into another (maybe underwater?) scenery. It's probably a wobbly explanation, pls let me know if you'd like me to elaborate on that.
Right now, the sides of the river are bare. What kind of places would you like the boat to travel to? I honestly feel like this game could also fit the "the real treasure was the friends we made along the way" category, in the sense that the adventure is the journey itself, and it might not need a destination.
Can you imagine this game being transformed into a narrative game? If yes, what kind of narratives? Oh, interesting question. Hmm...maybe if there is a destination, you could build the narrative on that, but I feel like this game has so much variety in terms of potential directions...The narrative could be smth as simple as a merchant just traveling around or smth along the lines of a 'heroic' journey/adventure.
Any general suggestions? I think rocks as obstacles make a lot of sense, however, I do think this could go in a more abstract direction if intended. Say, maybe there are also 'portals' of some sort that bring the player to alternative dimensions and thus further from their destination. If you're familiar with the Disney movie 'Treasure Planet' - smth along that design.