Devlog 1: Playtest



Devlog 1: Playtesting and Feedback (+Images)

   

During playtesting we wanted to see primarily how players thought the movement felt, and how easy it was to run into the bugs we were already aware of. The playtesters we gathered this time around were two friends Ace and Milena who got early access to our demo build, so they could playtest remotely. The most alarming thing we took away from these playtests was that there was nothing forcing the player to witness the greatness that is our double jump animation. We discovered we needed some more true platformer level design to make the double jump make sense and even be discoverable in the first place. As for the combat, there is less to learn from because there are a couple devastating bugs that grant the player invulnerability upon death and upon certain interactions with the enemies. We also do not have an ending exactly due to all the time put into asset creation and player movement. For now players are forced to end the game by reaching a grandma in her house. Eventually the grandma will be a character the player interacts with in the full game. For now, she is just what we decided to use as a makeshift end condition. 

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