I really like the design of the space and layout, like how the upper balcony looks down on the main hall and gives you a different perspective to see it from. Some of the puzzles felt non intuitive like the one with the chess piece. The hallway with the floating objects frozen in space really stuck out for me and felt like a powerful metaphor for being stuck in time.
Just one little suggestion on the doors. If I remembered it right, it was pretty hard for players to notice the entrance to the next room when we were playing the game during class. I do think it is because the way doors look is so different from other parts of the architecture: the doors are simple and small and frankly speaking it is nothing more than a hole on the wall. I wish they could be somehow exaggerated and look nicer as the rest of the 3D model looks so fantastic!
I really love the amazing museum, which makes me feel the smallness of human beings and the greatness of nature and culture. Some things in the scene are very realistic, but most of them are not. I think it is because there is no normal maps on the floor and the walls. If you add them, I think the scene will become more realistic.
You made a lot of works designing the models and it looks quite good. One of my concern is that your puzzles can be designed more intuitive and there should be more instructions about the interaction. For example, I didn't realize that the white piece of the chess board can be interacted because there is no visual instruction. Another example, the text "Door Locked" is too small. I think your game will be much better if you have more time.
There are impressive interactions and exhibitions in this museum, but these things don't look related to each other. I think it would be better to set a theme for the exhibition at the very beginning. It may help the player follow a concept directly and get more immersive experience.
The scene is grand. I love the color of this museum, especially the solar system modal that moves around. However, i think each part of the game can be more clear, like i dont really know the chess board is about games. Also, i have this question of why game designers think the world is combined with these specific elements, it is more like random pick rather than a whole syetem. I believe this problem can definitely be solved in some way if there is more time and the game is finished.
I can see that you guys really did a lot of work on designing those original 3D models and puzzles. The BGM goes well with the environmental game objects. When I got out of the museum, I was surprised to see that the sky box changed to a starry sky, which gave me an unspeakable experience. One thing we could do better is that maybe we should make the prompt of opening the door more obvious. The first time I got to the first door, I didn't see the prompt in the right-top corner and thought that is the end of the game. So I just closed the game. Then I realized that it couldn't be so short, so I opened the game again.
Comments
I really like the design of the space and layout, like how the upper balcony looks down on the main hall and gives you a different perspective to see it from. Some of the puzzles felt non intuitive like the one with the chess piece. The hallway with the floating objects frozen in space really stuck out for me and felt like a powerful metaphor for being stuck in time.
Just one little suggestion on the doors. If I remembered it right, it was pretty hard for players to notice the entrance to the next room when we were playing the game during class. I do think it is because the way doors look is so different from other parts of the architecture: the doors are simple and small and frankly speaking it is nothing more than a hole on the wall. I wish they could be somehow exaggerated and look nicer as the rest of the 3D model looks so fantastic!
I really love the amazing museum, which makes me feel the smallness of human beings and the greatness of nature and culture. Some things in the scene are very realistic, but most of them are not. I think it is because there is no normal maps on the floor and the walls. If you add them, I think the scene will become more realistic.
You made a lot of works designing the models and it looks quite good. One of my concern is that your puzzles can be designed more intuitive and there should be more instructions about the interaction. For example, I didn't realize that the white piece of the chess board can be interacted because there is no visual instruction. Another example, the text "Door Locked" is too small. I think your game will be much better if you have more time.
There are impressive interactions and exhibitions in this museum, but these things don't look related to each other. I think it would be better to set a theme for the exhibition at the very beginning. It may help the player follow a concept directly and get more immersive experience.
The scene is grand. I love the color of this museum, especially the solar system modal that moves around. However, i think each part of the game can be more clear, like i dont really know the chess board is about games. Also, i have this question of why game designers think the world is combined with these specific elements, it is more like random pick rather than a whole syetem. I believe this problem can definitely be solved in some way if there is more time and the game is finished.
I can see that you guys really did a lot of work on designing those original 3D models and puzzles. The BGM goes well with the environmental game objects. When I got out of the museum, I was surprised to see that the sky box changed to a starry sky, which gave me an unspeakable experience. One thing we could do better is that maybe we should make the prompt of opening the door more obvious. The first time I got to the first door, I didn't see the prompt in the right-top corner and thought that is the end of the game. So I just closed the game. Then I realized that it couldn't be so short, so I opened the game again.