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A sample of our mime level with Amanda’s awesome artwork!

A sample of our mime level with Amanda’s awesome artwork!

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play test message

a friend of mine saw that I posted the webplayer for broken on my devblog and he ended up playing it and this was what he sent me over facebook:

"I liked it but it was all too easy. Some levels pass in two 3 seconds with luck. Make it so you have to get the circles in at the same ish time, or freeze one ball if the other is in the square, hit detection is too forgiving, i can scrap the circles against the boxes and win. I likes the concept, for some strange reason it felt like portal." -KV


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Play Testing

So this past week we have been playtesting non stop our digital prototype. we have been getting good response from it saying that it is a cool idea and very fun but need to be a little harder. All the levels upon becoming a digital game lost difficulty. In the paper version people gave up on a bunch of levels cause they were said to be too hard but in digital they have become too easy. So our goal is to make them more challenging. This week I’m going back to recreate the levels or revamp the levels with new tricks and more danger. This way Broken version 2 will be more challenging then this first version. We are currently talking about what new tricks we shall add. So far walls that damage your sanity seem to be the definite one to be in but we are talking about separate personality mechanics where they have their own theme challenges that will come around as the player gets further in the levels.

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This is a screen shot of our second version of the  digital prototype. This is the Pryo level the red and blue orbs are the player, the square spaces are exits, and the orange orbs are fire.

This is a screen shot of our second version of theĀ  digital prototype. This is the Pryo level the red and blue orbs are the player, the square spaces are exits, and the orange orbs are fire.

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Pitching Broken

so today we re-pitched Broken. We also showed off the paper prototype of 4 of the personalities we were working with and we showed off that we were already working on our digital version by working on the multiple character controls. Our group also created and got suggestions for a few more personalities so by Friday Ill have seven levels for each new personalities we have so we should have 66-70 levels that we will be play testing to find the four personalities that players find are the most interesting or fun. We shall then after collecting the player testing data into an excel file I made we shall look over it Sunday night Monday morning and afternoon so that Monday night we can vote on the exact personalities we shall use.

We also got feedback on our version 3 design document. For the most part we have to reword a few thing s to help clarify that Broken is a one player game were you control two avatars or characters at the same time. We also had a few section that needed to expand upon like the art and sound section. We were also asked to through in a puzzle with arrows showing how to solve the puzzle to help explain game play and clarify actions.

We also got to meet with the sound guys yesterday as well. It is always great to talk to them cause of all the great ideas the bring to the table for our games. We explained to them the basic idea of the game and what we were looking for but them to have fun with it and go nuts if they want. One suggestion we heard from them and that we loved instantly was to give the personalities their own voice like little mumblings that the will do when moving around the puzzle level.

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rough copy of our most up to date interface with playable game!

rough copy of our most up to date interface with playable game!