After the playtest on March 11th and Ubisoft we got a lot of further feedback on how we can improve our game and a lot of different things we’re going to have to discuss. Here is what people said:
For reference: ! in the text below means what they’ve actually said
PERSON 1:
- D/n know which door to go through after getting out into the hallway
- Walked towards the staircase in the start since it was open
- Non-essential pickupable objects in the hallway are too distracting
- ! “What’s my objective of this game”
- Needing to break the lights was not obvious
- Audio probably didn’t play (it didn’t)
- Took 5 iterations through the portals to break the lights
- ! “There needs to be a hint or something on what to do next”
- Objective needs to be clearer (in the kitchen)
- Trying the doors one by one after the bathroom
- Microwave is too dark – can’t see the portal to return
- ! “So you guys made a puzzle game ehhh?”
- Things weren’t intuitive
PERSON 2:
- Had to introduce movement buttons b/c no direction on the paintings
- Need to distinguish b/w non-essential and essential items in the game (ex. hallways)
- Crosshair ray might be a bit too narrow/short (?) (something about not being able to pick things up the way they wanted to)
- CENTRALIZE BUTTONS -> people want to press ‘T’ to “use” since T was introduced as “drop”
- Had to notify that “use” and “drop” were 2 different functions
- Did not walk into the open pre-tutorial door as first instinct
- Again, picking up non-essential items
- Enterable doors in the hallways are really not obvious
- TeleportTo for the bathroom pushes player inside the niche of the wall: when the player back up they hit the portal and teleports again
- When exist to the hallway after bathroom -> head directly ACROSS the hall to the opposite door
- Cookbook should show ingredients
- Put things into the pot is not intuitive
- Orb was not well lit enough to be known for pick up
- Direction of guiding footsteps should probably change after pickup
- Hard to convey there were 3 ingredients
- Interact with pot was not obvious
- ! “It was interesting!”
PERSON 3:
- Pedestal in the pre-tutorial isn’t that well lit
- Frustrated that he can’t drop things back ONTO the table (where he picked up)
- Has to explain leading door candlelights
- DOOR pushes player backwards
- People think they can climb UP walls for some reason
- Lock the room when they enter!
- Kitchen is too dark overall
- Show how footsteps changed between each element in the pot
- Really need to highlight objects that are interactable
- Pot isn’t well lit enough to see -> players often missed it
PERSON 4:
- Did not first realize what a crosshair does
- ALSO, pressed DROP for ‘USE’
- Went immediately to hallways items (again)
- Tries to inspect the first dining set WAY too closely
- Do not follow the footsteps back to pot (after picking up ONE single item)
- Drop the crown on the middle of her way back
- Disorients self on a wall
- Does not look at orb at all
- Picks up objects but d/n not intuitively know to put them in the pot
- Wrong order is sucky!!! (my footprint logic wasn’t fixed then)
- Did not miss the necklace but missed the orb (again)
- Did! figure out that we were in the microwave + the portal there (it was dark)
- Seems to not follow footsteps, again
PERSON 5:
- Climbing the initial slope is so difficult
- Welp -> hallway items again
- Goes to the staircase immediately again
- Candles on top of door is REALLY not obvious
- Should we make bathroom to kitchen linear? b/c now they can choose to enter any of the two
- The player has no way of knowing where they will teleport to – they get confused by where they land after portals
- Also, it seems hat players have no trouble getting themselves inside portals
- ! “Is this normal” on looking at the two sides of the bathroom
- Broke the light but the key drop is almost too quick for people to realize what happened
- Could pick up the key on the toilet from the other side of the wall
- Confused self with orientation of the portals
- ! “Am I walking on the wall or what’s happening here?”
- Went directly across the hall to try out next door
- Went too close to the door and got pushed back when door opening
- Only followed footsteps when told so
- Lighting in the kitchen is hard to see + need to show footsteps changing paths
- Most people either miss the orb or the necklace
- ! “oh this one” (after) being told about the last item
PERSON 6:
- Why is he insistent on holding the jug from the hallway???
- How did he manage to drop the jug on the oven???
- ! “Oh finally” (after exiting the microwave, couldn’t see the portal, but want to walk into the microwave door to exit)
- Pressed T for use (again)
- Slowly getting the hang as more and more items are retrieved
- People not following the footsteps
- ! “Ugh you kinda just walked right past it” (on the necklace)
PERSON 7:
- Had to explicitly mention the stove and the pot on the kitchen (too dark to see)
- D/N follow footsteps (again)
- Necklace wasn’t obvious (again)
- ! “Why am I so small… Why is the fork so big… ahhh!” (came to a sudden realization about the room after seeing the fork at the end of the kitchen)
PERSON 8:
- Cannot see where the key fell to in the bathroom
- Confused by the path because do not know where portals lead to
- Unguided success!!! (in the bathroom)
- Bubbling of the pot is too loud and too prevalent in game, gets annoying after a while
- People like to go forward after grabbing an item and not head back to use it
- Motion blur (due to fps) is disorientating and motion sickening
PERSON 9:
- Had to explicitly say that hallway items are not used
- Was interested in portals and was teleporting back and forth
- ! “What, I’m on the wall now.” (after first teleport)
- Should disable room after they complete
- Had a friend sitting beside him – solved puzzles faster
- Went to the door on the left of the bathroom for the next room
- Bronze items look too much like gold and misleading
- Yellow plate is also misleading
- ! “Nice!” (After looking up at spoons and forks)
- ! “Oh it’s upside down!”
- ! “Oh it’s supposed to be like that!”
- Could not see stove/pot
- Like the super large fork at the end
- Still can hear boiling from “any room” (thinks that different areas of the room are different rooms, as well as sound too loud)
- WANT a shift button to increase walking speed
- ! “This is the trippiest game I’ve ever played”
- ! “You can pick up this big thing?”
- ! “But actually the fork is big so you got smaller” (Upon realizing different scale with fork after talking with friend)
PERSON 10:
- Cannot walk up the stairs in pre-tutorial
- Camera 7 not rendering (?)
- Door: can i run into this?
- Finals in kitchen, “ah, the footsteps”
- Can i break microwave glass?
- Can i run aster?
- No interact on frying pan
- Boiling is annoying (sound)
- Start to go to stairway
PERSON 11:
- Sanitary earbuds please
- Did not know what a crosshair is
- Had a lot of questions during play through
- Candles are way too faint even after mentioning
- Key dropping sound plays at the beginning of the load, not the breaking of the glass
- Putting portal right beside the bathroom wall did not encourage exploration/teleported player too quickly/on accident
- Kitchen: how to direct attention away from the dining set at the front
PERSON 12:
- Habit of pressing ‘SPACE’ to interact
- ! “Why am I getting pushed back?” (on falling down the pre-tutorial ramp)
- Immediately goes to try for the doors one by one
- ! “That’s whack yo” (on looking at the bathroom ceiling)
- Motion sick: spin is bad
- ! “Oh so it’s like the 2 rooms are flipped”
- Hard to illustrate that this is all of ONE room just different sides
- Amazed on openable drawers
- Proceeds to keep opening drawers
- Expect to break kitchen light (a lot of them actually said this -> consistent introduction of mechanics?)
- Did not infer the same footstep following mechanic as the bathroom though (d/n follow footsteps)
- ! “I’m so lost” (completely ignoring footsteps)
- ! “Do I wait for the boiling to finish and then melt [the other item]?”
- Is very comfortable with portals + accustomed to them
- Boiling gets annoying
- Gold looks too much like bronze
PERSON 13:
- Oh lol a box collider on the spoon wall was not big enough
- Necklace is so hard to see
- Jumped up in shock when shattering sound plays (not the first time someone was shocked either)
- Walked towards the final staircase (again)
PERSON 14 (not on survey):
- Tries to find fallen key in the laundry hamper and trash, not toilet (key fall is hard to see)
- Chris already told him about the candlelight so opened bathroom fine, but did not see kitchen even though BEING TOLD about the light (wayyy too faint)
- Thought the key unlocks the next door (not the first time)
- Thought lights are all breakable (false familiar mechanic)
- Thought footprints are where you have already BEEN, not where to lead you to go (worked out but not the right purpose)
- Likes the maze aesthetic
- Why is the orb squished when picked up?
- Want a consistent visual cue to lead them to the next goal
- Want an indicator for completed areas
- Motion sickness exists
- Lack of direction generally
— PLAYTEST: UBISOFT (Thursday) —
- First person puzzle – puzzle?
- 2nd room is wayyy too dark to see (the one with the 2 portals)
- Ahhh the lag
- Breaking a simple light doesn’t make you particularly less rich
- The spoon looks a bit too reflexive
- Collection is for melting -> not JUST collecting
- Match narrative to gameplay
- Maybe look around surrounding more (how to get players to)
- Inventory items…?
ART:
- Portal: a lot but too crush black
o Spiral/Distortion/Wavy effect
o Can sell more - Footsteps are cool but why are there 2 sets? Bring down to 1
o Can be simplified - The main marble floor is good, but some parts of kitchen -> imbalance of details
o Watch out for scale of things
o Wall paper can be scaled up/or is scaled up too big
o Img on wall is too big -> loses resolution - Can have more details ex. Door frames to sell room as a manor better
o Little things that can be more effective - No shadows -> d/n look grounded
LEVEL DESIGN:
- Immediate very first room: smash and break is consistent with lore
o But! Egg on pedestal and portal came out of nowhere - Struggling to follow w/ puzzles to escape room
- Make sure the players KNOWS about the 2 keys
- Consistently remind the player the OBJECTIVE and how to get the key
- Melting in kitchen: theme is correct, but couldn’t tell what the collection is about
- Art can support design, highlighting, shadows, colours
o Lit pedestal on dark room – focal point - Kitchen: is cool abstract but could use highlight and shadows to create path
- Change scale when moving around -> need landmark to help the player orient themselves!
o Inventory rotation was not obvious to them to keep track of the orientation
o Also, you aren’t holding something all the time
AI:
- Honestly don’t get reason to have portals
- Prefer exploration > portals -> (but free cams can take away exploration?)
- The gameplay mechanic is confusing
- Was tripping out… emmm is that the desired effect?
- Personally we aren’t clear of the objective
- What are your 3’cs? Explorations? Are the portals necessary?
- Portals may be hogging up budget
- Smash glass -> one of the things would be satisfying to smash everything
- Natural way to discover a house would be nice
LEVEL DESIGN:
- Want to establish weirdness only after making the player feel like it’s a NORMAL house first
o Looking up at the bathroom ceiling and discovering it was a duplicate was a good way to do so
o Kitchen: too immediately weird w/ the giant cutlery - Kitchen:
o Good that we highlight the pan
o But cook book sprite is lacking to guide the player
o Maybe put the microwave beside the pot to make the players SEE that we need to get into the microwave somehow
o THEN just put roadblock to eliminate and let the player break the barriers
AI:
- One thing that comes to mind
o Don’t treat the first portal just as a DOOR
o It doesn’t do anything if it doesn’t teleport you like the rest of the portals - Simplify other portals to get one SOLID portal mechanic that lead you weird places
- More purposeful puzzles than just trial & error
- Less black on portals to take things away
LEVEL DESIGN:
- Seems like a walking simulator > puzzle
- Problem: need to constraint the portals as a mechanic
o Maybe to 1 or 2 GOOD ONES that have creative design to create a path for the player to get through the game
o Let portals become a skill that is memorized
o Want the players to KNOW when things CALL FOR portals
ART:
- Can push lighting MUCH further
- Emphasize things! Like a darkened room & putting spotlights
- Don’t have an exterior blue to make it seem light out
- Chandeliers!
- Kitchen is too high -> can gradient to darker ceilings
o Ex. Too much space above the cabinets
o Use details! Such as murals/paintings to fill space
o Classic: an old white man with a monocle
o Things that only rich people would have
OVERALL: really cool
Q&A:
Level Design:
- Think about the feeling of the players, you don’t want them to feel the climax before you introduce anything else that’s boring-er
- Performance: path is limited, individual objects with expensive shaders are costly
- Have a different kind of weirdness
o Ex. Bathroom can be room duplicated up and down, and since it’s smaller it can rely on portals no problem
