December 2016 Prototype Playtest Report
Back in December, I put together a playable prototype for my Dog ARPG game! I was able to show it at the prototype and play event for the COGG to get people to play around and experience what I have put together. Feedback and reactions were good! I would like to summarize these milestones and go over the reactions and thoughts.
The main purpose of the prototype was to lay down the base for the game, the combat feel and basic functionality. All animations, characters/Art Are early placeholders. The timing, game feel and overall flow to the combat was laid down with a variety of enemies in a simple demo level ending in a boss!
The combat is a variant of god of war style combo chains. All damage, timing and character movement was controlled via the Animator and animation events.
The following features were in this prototype.
- 4 Different types of enemies, and a spawner nest
- 1 large, multi-segmented boss at the end of the level
- Enemies have staggering, stuns, damage, death and loot drops
- Destructible objects, barrels trees and fences
- Player has a multitude of attacks, light, heavy dashes with hold variants and a light light heavy combo.
- The first iteration of the “Momentum” features. allowing the player to increase their speed during combat, slowing when hit and acting like a timed combo system.
- Controller mapping with face buttons as attacks and jump.
Results from the demo were as follows.
The “dog with sword” concept was met with curiosity and bemusement. The “Feel” of combat was complimented and noted, able to fight and feel the reactions of the enemies as satisfying. Movement felt reactive and smooth. Several players restarted the demo after completion, or ran about while chatting, running, destroying objects and showing engagement to the game.
Players were able to pick up the controls quickly, only a few needing clarification on what buttons did what. Any difficulty would be solved with a controller mapping help screen or sculpted tutorial. The dodge button was under utilized, which should be noted for the future. Some players died before completion of the level, but they restarted to try again right away. Overall there was difficulty but nothing that seemed obstructive at this stage.
Overall it was a very positive experience, the groundwork for the game laid down and a combat system that is working with a programmatic framework ready for refinement and expansion!
Recent Comments