[RUN]it - POST-PLAYTEST CHANGES
[RUN]it - POST-PLAYTEST CHANGES
Somebody's gotta break the game...
With the game beginning its production cycle, we knew pretty quickly that it would be very dependent on its mechanical competency than anything else. While the visual aspects of the game are undoubtedly important, we knew that if the game didn't work *perfectly* on a mechanical level, players would lose interest extremely fast.
For the mechanics we took huge inspiration from Mirror's Edge and Dying Light for mechanics, giving us an idea of the in-depth focus we wanted to place on the movement and momentum based mechanics and physics of the game.
We have done a few sessions of internal playtesting as well as small-scale group testing, leading to some very important findings in terms of what works, and what clearly doesn't:
- We discovered pretty early on that players had a difficult time doing the wall run, as well as grasping how the wall run can be incorporated into the world. This needs to be better explained to players when beginning the game, which should result in players knowing much more instinctively what to do when faced with a wall running situation.
- It took players time to figure out the impacts of not having enough momentum. This is closely linked to the wall run, but also other mechanics such as sliding and jumping. Momentum is everything in our game, and we realised it needs to be at the forefront of what we teach the players in the early stages.
- One of the main comments during early playtesting was that players felt the gravity was inconsistent and not conducive to the movements they were trying to perform. We will have to tweak the gravity to where it feels "nice" for the player, and so that they don't feel like they're suffering as a result of the environment.
Overall, most of the feedback was a lot of what we already expected, so it was nice to see it reaffirmed for us. We have made strides to fix these issues and add frameworks to try make the game more enjoyable as a whole.
More updates coming soon!
- [RUN]it Team
Get [Run] It
[Run] It
A fast-paced, action-packed parkour game with a high skill ceiling
Status | In development |
Author | StimVault Studios |
Genre | Action, Adventure |
Tags | Action-Adventure, freerunning, Low-poly, Parkour, Singleplayer, skill-based, Speedrun |
More posts
- [RUN]it - ART UPDATEDec 19, 2020
- [RUN]it - MARKETING AND PRDec 19, 2020
- [RUN]it - BRANDING, BRANDING, BRANDING (pt.II)Dec 19, 2020
- [RUN]it - BRANDING, BRANDING, BRANDING (pt.I)Dec 19, 2020
- [RUN]it - TECH OVERVIEW (so far...)Oct 30, 2020
- [RUN]it - THE SIMULATIONOct 29, 2020
- [RUN]it - THE STORY BEGINSOct 28, 2020
- [RUN]it - INTRODUCTIONOct 25, 2020
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