After Receiving Feedback
General feedback;
- Adjust noise of sound effects
- Boss health adjustments needed
- Make controls consistent
Extremely Important feedback;
The general feeling that we've gotten for people playing our game is that people think that we are trying to do is extremely hard, and people aren't convinced that what we are trying to do is necessarily going to translate well into a game format.
We were told that the concept isn't made immediately clear from explaining the story, we fail to explain why the events of the game are happening and that our mechanics fail to portray the stages of culture shock properly, despite this game being a prototype. We have issues with what the story of the game is and to properly explain anything that is going on. But this might be the push we need.
Some expressed concern with not being able to realize what is happening because of the setting being a sci-fi setting, compared to other scenarios where their games are more based on human life and their story's.
How does our mechanics translate into the representation of the culture shock stages in our game? I feel that there is really nothing that ties these things together, and its more for the player to just see the metaphor we are trying to create.
As mentioned previously we now have the push we need to put this game in the right direction, we are going to process the feedback and make sure that our goal is met.
Files
Get honey_moon
honey_moon
way-finding journey on a foreign planet
Status | Prototype |
Author | mangocowpow |
Genre | Shooter |
Tags | Arcade, Sci-fi, Shoot 'Em Up |
Languages | English |
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