Final Playtesting for Interactivity
Having tweaked Timor from previous personal feedback and play-testing, I conducted some more.These tweaks were placement of instruction and a few more Notions describing mechanics, the lights intentionally very hard to find. When adding the harp sound effect, I ran into a problem with the blueprints.
I'd added the sound playback from using the harp at the end, meaning it would only sound when it deflected an enemy, and I wanted it so the player could use the sound whenever they wanted, so shifting the position...
The aural feedback would occur and be checked for before the blueprints check if an enemy is in the vicinity, playing the sound at a button press!
On the initial playthrough, my first player was incredibly intimidated by the Ennui, the slow creeping movement and sudden appearance when running fast having quite an affect. When the Harp was found, the sound feedback was so appreciated, players kept spamming the button, to dispel the enemies and enjoy the added sound effect of the harp. Playthroughs were quite long, the map at first alien and new, after a few tries the player started learning the map and exploring, really enjoying the discovery of the Notions, wanting to explore further. Slipping through the world as an embraced mechanic really works, the player dismayed when this bug wasn't in effect, no longer having the freedom to bypass walls. My player was "really sucked into what you can find in the game" and really enjoyed exploring the map, qualms being a light counter and or a small map, however I'm adding neither as the metaphor behind the game, I want my player to feel lost, slowly learning the space and to have the persistence and incentive of discovery to keep going. Following on from contextual studies into research into mazes and labyrinths, my game is very much a multicursal maze, with dead ends and alternative routes, there are enemies in my maze and special items to collect that strengthen the player, following my findings on the idea of mazes making the player stronger for having explored it.
I've conducted only personal research because the nature of my game is quite personal, letting the players experience the game alone and connecting to it on a more personal level than me asking people to fill out a form. Then, sitting with the players, watching their reactions and how they interact with the denizens of my game world, offers much insight and demonstrates the effect my game can have on different individuals.
My next player dealt with the game in a much more jovial way, the Notion pleading the player to not leave it, caused my player to exclaim he won't staying still for a few minutes to see what would happen. He gave the Notions their own voices and dialogue as he was playing, the words really compelling him to look for more; taking th time to stop and read had both my players quite immersed, play time lasting roughly half an hour plus for both, I've really created a game with flow here, my players enjoying the fact that the more you play, the more you learn and the more immersed you become.. The harp mechanic was particularly enjoyed, and more functionality was requested, like different notes and the ability to play songs. The two modes were seen as each having drawbacks and advantages, both being fun to use for the player but floating preferred, a common trait among players. When Death was encountered, ending the game had the player confused and didn't know what to do or what the consequences were, so continued to play.Finding areas undiscovered was exciting but scary, not knowing what new dangers lurked nearby. It was noted that the game being large but sparse was quite effective, it feeling lonely and the few things you could find had a lot of value to the player, some being sad for some, some being highly amusing to others, this dialogue and writing is the driving force of Timor, and has been very well received by all players. My playtesters enjoyed the prototype so much I was asked to really develop it to see what it could become, something I feel I'd really like to pursue.
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