Well, based off of the massive amounts of feedback that I personally received, it would be for the tutorial levels best interest to become less challenging. Granted, it's not too bad now, it just seems a bit tough.
Yesterday marked the most testing of the game ever. Based off of that testing and the variety of different subjects, the level is now undergoing some changes. Smaller pits, less spikes, and a new buffer zone for the vine mechanics. I will post screen shots later today.
I also noticed that the "older" crowd became really excited over our game. The older crowd is very familiar with NES and SNES games similar to our style. Does this beg the question for a different target market?
All of the industry professionals that I spoke with, want us to send them copies of the game when we are finished. They want to play it. They thought the Time Blunders concept was awesome! Some said that we are really onto something good and we need to keep going. Just to pump up our heads a little more, all of them said, "this game looks/is fun."
So there you have it. Everything that has been taught to us so far is being utilized. We are developing fun that the industry recognizes.
I will put together all of my notes and concepts and bring them to class on tuesday. We will discuss, and then we will iterate.
Sunday, June 7, 2009
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