Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

New features:

  • Simplified most of the context according to Jeremy’s suggestion
    • Simplified three states of character to only one state
    • Simplified three types of trap & enemies to only one trap
    • Side-scrolling camera level to a single static screen
  • A maximum number of traps was set to be FIVE 
    • To prevent the spamming problem observed in previous playtesting
  • The box is randomly generated at one of the positions at the top of the level

New Background Story:
The fox is cunning and mischievous. He could hunt by himself, but sometimes he steals the hunter's harvest just because he wants to make the hunter distress. Furthermore, he enjoys 'playing' with the hunter by confronting the challenges set up by the hunter and stealing his meat. It feels like the fox is telling the hunter 'That's a piece of cake to me, you can't stop me from stealing your hunting harvest!' The hunter is angry about the fox’s behaviour and thus tries to stop it from doing so by putting traps around the storing place of his hunting harvest. It’s a war between the fox and the hunter!

Playtesting & problems:

  • Some playtester reflected that the number of choices of routes is too little after player two has put all the traps
  • Player 2 may get bored after putting all the traps into the level as P2 could only watch whether P1 can reach the goal
  • Without a time limit, the P1 can play really careful and take a long time to try to reach the goal but P2 will have nothing to do
  • P2 may put traps right in front of P1 and there is not enough time for P1 to react

Reflection:

  • Difficult to balance the two players’ right if they are doing different things
    • May not be able to test out the best balance within 9 production weeks
  • Set a maximum limit for the number of traps that simultaneously exist in the level 
    • then make the traps disappear after 10s
    • P2 can place a new trap at somewhere else after that
  • Set a time limit for P1
    • OR make his Hp value gradually decrease over time so that P1 can’t play forever
  • May add a delay before the trap appears in the level,
    • eg a half-transparent trap appear at the position for 3s before it’s really placed at that position
  • Easier to ensure the two players have something to do and thus reducing the chance of one of the players get bored if both of them have the same goal
    • Make the two players do the same thing in the game
    • Can try to prototype the idea 3 generated from week 2 and see if playtester found it more engaging
       

About This Work

By Margaret Wong
Email Margaret Wong
Published On: 15/08/2020