Game jam post-release initial feedback #2


So, rather than updating the previous devlog, I decided to make a new one.

I personally liked the tabular form of the previous post, but I think I will provide the reasoning for each feature in separate sections rather than inside the table (as it just visually congested the table in the previous post).

Feedback

FEATUREMUST-HAVEGOOD-TO-HAVEOPTIONAL
More audio and sound effects


More endings


Provided choices should not always result in "Nothing Happens"


Improve puzzle design


Add more puzzles


Reduce amount of text or split text into multiple "screens"


Details

More audio and sound effects

This a really good feature to have, but I think I might also face the issue of having too many unnecessary sound effects. But it's interesting to see it here, since I first thought of actually putting in a sound effect for every single action (from opening doors to walking down stairs).


More endings

Usually text-based adventures (including visual novels) feature multiple endings; I guess it's a genre thing. And while it's a good idea to have it, I think it will depend on the story of game; it would be nice to have multiple endings that feel organic rather than having them just for the sake of it.


Provided choices should not always result in "Nothing Happens"

A lot of the choices or options given to the player resulted in "Nothing happened" or "I don't want to go there" screens. I can see how that can take the player out of the experience. For me, this would largely depend on if I decide to add more puzzles (see next two sections) or more details in the environment. But this is definitely something I would look into, for next time.


Improve puzzle design

This is an important one! A lot of players faced issues with figuring out the puzzle. Though the puzzle can be beaten in two ways (either figure out the solution by thinking about it or sort of brute-force your way), I still did my best to provide an easy-to-follow solution to the puzzle. I believe that it was not apparent to lots of players; I attribute it to bad puzzle design on my part.
Interesting to note though: I would say 40-45% were able to figure it out while 55-60% were unable to do so.
So, this is something that is of extreme importance, and I would have to look into more resources on good puzzle design and how to play-test them.


Add more puzzles

Designing the puzzle in the game was a really fun experience! As noted before, I would have to look into more resources on how to make a good puzzle for an adventure or a text-based video game (or just for games in general).


Reduce amount of text or split text into multiple "screens"

This is a personal preference. Watching other people play the game made me realize that there is too much text in certain areas. Next time, I would either reduce it or split it into multiple screens. I believe that that will also provide the players with more clicks or "interactivity".


That's all for now!
Thanks for reading :)

Comments

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(+1)

Looking forward to the next masterpiece!