Hassan - Blog 4 - Playtest 2
Movement:
At first, we thought for consistency's sake would have a grid based movement system, as it would fit the Pokemon aesthetic. But it seemed like no one noticed anything wrong with the movement system. So besides fixing the animations, we aren't planning on changing anything about the movement.
People didn't seem to understand the hitbox of the player, so lowering that would also increase playability.
Battling
When I was making the moves, they seemed pretty intuitive to me. But it turns out, even with descriptions, no one seemed to know what was going on. So I decided to go through and make various changed to the descriptions of the moves.
The feel of the game was supposed to be slow and strategic, but everyone just wanted to spam the moves. It ended up being kind of paradoxical: the battles were meant to be slow and strategic, but that meant they ended up being long and drawn out, which made people become impatient and try to spam through it. As of right now, I don't really know how to fix this--if I had more time, I'd try making the battling unique, but for now, we might just make it like Pokemon.
Map
No one seemed put off by the level, they seemed to like it, even. The only oddities I notices were with hitboxes, as I said earlier, and changes in music. In our game, the music changes when you enter a new area--people seemed to think it was bugging out and not switching tracks.
Get Scuffedemon
Scuffedemon
Status | Prototype |
Author | hassankhan |
Genre | Role Playing |
More posts
- Hassan - Final BlogNov 30, 2020
- Isaiah - Final BlogNov 30, 2020
- Isaiah - Blog 4 - Playtest 2Nov 10, 2020
- Hassan - Blog 3 - Progress PresentationOct 28, 2020
- Isaiah - Blog 3 - Progress PresentationOct 28, 2020
- Hassan - Blog 2 - Playtest 1Oct 21, 2020
- Isaiah - Blog 2 - Playtest 1Oct 21, 2020
- Isaiah - Blog 1 - Initial PostOct 14, 2020
- Hassan - Blog 1 - Initial PostOct 14, 2020
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