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Help me get Feedback on my Game - Browser Playable!

A topic by MilkBeans created 49 days ago Views: 70 Replies: 2
Viewing posts 1 to 2

It would be nice for people to play  Dr. Beanile's Basement, it's in a really early stage and I could use some feedback. 
If you're playing this game and are ever stuck on what to do for whatever reason, there is a video attached to help.


What I would like Feedback On:
- Potential Oversights 
- Any quality of life changes I could make
- Any parts of the game that were confusing
-The Difficulty of the Game
- Anything visual or sound related
- The overall feel of the game

Hello, we're french game design students and for an exercise we've organized a playtest session with 3 players. We've taken note of their feedback and are sending it to you here. If you'd like the full notes on a Miro, please don't hesitate to contact us!

ACCESSIBILITY

Interface / UI

  • Players did not immediately understand that it was possible to drop items 
  • Items overlapping issues
  • Written information is not necessarily read by the players
  • A key reminder of the controls ingame would be appreciated
  • Tutorial: too many informations, font not optimized or readable

Controls / Camera

  • One of the player did not like the camera in front of the main door
  • Players did not sprint because they didn’t know the mechanic exists
  • Lost on game objectives
  • Players didn’t use most of the mechanics (did not do the tutorial)
  • Does not like that the same control is used to escape traps and drop objects
  • They like the choice of top-down view and the vision zone system

ART

Visuals

  • Feels oppressed by the lighting of the characters (their view)
  • One of the player tried to hide in the furniture (which give code)
  • Don’t like not knowing if drawers have already been searched

Sound Design

  • AI: Reacts quickly to sound (which is good)

NARRATIVE

Objectives

  • Didn't understand the usefulness of the key carried by the enemy
  • Collects different objects but didn’t know what to do with them
  • Easily and quickly understand the mechanic of escaping from the enemy
  • Poor understanding of objectives (which are not explicit) : wonders what each collected item is for

Lore

  • Finds that the lore is not explicit (used the game's description to understand the context)

GAMEPLAY

Difficulty

  • Weak points: Enemy AI is too unpredictable
    • One of the player didn’t like the concept of hiding spots: prefers escaping
  • Strengths: Feeling of infiltration
  • Difficulty: Decent, possibility to learn by doing multiple runs (good point!)
  • Weak points: Enemy AI is too fast and unpredictable
    • One of the player found the bear traps annoying
  • Likes: The two other players liked the variety of content (bear traps, glass, etc.)
  • Positive aspect: Random placement of clues in different search zones

AI

  • AI: Didn't understand how the AI works, its behavior

Bugs

  • Frustration: The enemy can spot the player through certain walls, which ruins the experience
  • Feels like the character is heavier (in reality, the game lags)

FEELING

  • Positive

  • Feels the pressure
  • Game speed is a bit fast (before sprinting)
  • The game is fun
  • Immersive and stressful
  • Engaging atmosphere
  • Positive points: The overall immersive atmosphere (feels adrenaline) and controls
  • Negative

  • Frustration from getting caught too many times
  • Negative points: AI + key above the enemy's head (lack of understanding)

Some ideas that may helps: 

  • Put differents colors to help recognize the place to hide and the place to look in
  • Add some feedback when you get caught by a trap
  • May forced to play the tutorial, or try to melt it in the first level
  • Add some feedback when you find an object like an image of the object that you found in the middle of the screen for a few seconds, in order to be sure the player noticed it. 

It may seem like a lot, but remember we appreciate trying out your game, it was really interesting to test it in our exercise. Good luck with the next stages of your game's development - don't give up! :)

Hi, thanks for playing! Yes, I would actually really like to see the full notes. If the full notes doesn't specify, I'd love to know if any of the players actually beat the game.

Clarifications:
-The key on the enemy's back was supposed to be an alternate way of getting to the crowbar.
-The AI simply just wanders to 1 of 6 randomly chosen spots in the house, until either it sees the player or a sound is made. 
It starts off in "Idle" mode, wandering around the house. When a sound is made, it enters "hunt" mode, wandering the house but in more spots and is faster. Then in "attack" mode it locks onto the player and becomes faster than the player. The only way to escape is to hide while you're not in its view. 
-This is supposed to be a Prototype so I didn't focus on the lore, but I have done a bit of writing for it. 


I've set this project to the side for now, but I have made some changes that I haven't yet published.
-I made the tutorial required
- I added a map you can open whenever your in the levels, it tells you where items are, what drawers have been searched, places you can hide, and where an item your holding can be used

This has inspired me to continue working on this game, but it'll likely be awhile before I update the game again.