The Demo is...
Not quite ready. I did get to do an in-person playtests with a number of people who got to try out the basic mechanics. I got some enthusiastic responses and helpful notes on adjustments to make to improve player experience.
Three items were primary culprits in-need of improvement or revision
The Action Wheel
Player Navigation
First Impressions
The Action Wheel:
What was wrong with the action wheel?
A primary element of the action wheel was "the knife". I wanted to give the player a small sharp implement for more manual functions like harvesting plants and removing obstacles, but with the intent that the player would understand that they would not be able to use it as a weapon to approach conflict. Putting this as a front and center item the player could equip was not helping communicate that to the player.
Potion usage was more of a "story fluff" element than a planned mechanic that depended on the player collecting resources. Turning this more into a primary ability resource could mean that you could use a small section of the ability without having any collected resources, but you could gain more "mana" or a higher "regeneration rate" with potions that could help you access more abilities more easily. It would no longer be a hard cut-off if the player had collected the resources or not, it would only make it easier for them to access their abilities if they did.
So at the moment I am working through modifications for the tool wheel paradigm in order to improve the player stealth-based gameplay.
Previous Design Icons Include:
"Hand" (Unequip)
"Throw"
"Knife"
"Consume" (Use item or drink potion)
Intended Modification Includes:
"Slingshot" (Throw)
"Eye" (Spirit World Mode)
"Brain" (Enemy AI Manipulation)
The icons are placeholders at the moment while this is a bit of an experimental implementation, but conceptually, these action modes cover the following:
"Slingshot"
Allows the player to aim and throw a projectile that can make noise, break small items, or create an area of effect
"Eye"
Allows the player to complete actions invisibly for a limited amount of time. To scout the area, quickly shift positions, or apply an invisible force.
"Brain"
Tag an enemy to give them a simple subconscious instruction. This will help the player to disrupt enemy patrol patterns or neutralize a small threat.
Player Navigation
A significant number of players found it unclear what path to take to progress gameplay. This will mean I need to make sure visual clarity is prioritized and I plan on integrating a quest marker that will help show the player the intended direction.
First Impressions
I got feedback that the visuals were looking rough. I had a hard time taking this feedback very seriously since graphics have hardly been my priority while I try to make sure gameplay is working well. I should probably take this as a compliment though, since if that is the most noteable aspect in need of improvement, that means I must be doing well enough on other aspects. Time to work on fun graphical elements!!!! :)
.... After I make sure that the action wheel mechanics are integrated as planned.
So, what can we expect to be coming up soon?
I'm nose to the grindstone at the moment to fix specific elements before I progress to next steps. I have had some wonderful folks who have been supporting me with parallel tasks and I will enjoy being able to share their work when it is ready :)
This is the plan overview I shared with folks who were at my in-person play test.
Distribute a demo to streamers
Work on festival applications
Manufacture level design
Release on Steam for PC after raising performance metrics in marketing and game development is completed
Determine whether level of success merits continued game development efforts
That's all I have for now. Feel free to reach out via email if you have any question
Bunnycadets@gmail.com