Week 11 – April 3

During playtesting, we encountered a wide range of issues. Some were severe enough to break the system, while others could be worked around. Beyond fixing critical bugs, the time we had left only allowed us to address the most serious problem. After reviewing the feedback, we found a common pattern. Players did not fully understand what was happening.

There are several reasons for this. A combat system based on TRPG rules already carries a certain learning curve. During playtests, players with prior DND experience grasped the numbers quickly. Others were confused by outcomes such as 60 being a failure against 55, where 60 is the roll, and 55 is the target, and success requires a lower result. We had assumed that showing the numbers would be enough. It was not. Without clear UI feedback, many players were effectively guessing during combat. This had to be addressed.

On the technical side, we rebuilt the UI. The previous version only showed available combat actions. The new version displays all player attributes on screen. Even if players do not fully understand each value, the numbers still give a sense of relative strength. More importantly, we added a detailed combat log. It uses text to provide feedback that we could not fully convey through visuals within the given time.

On the art and audio side, we improved animation clarity and added distinct sound effects for different attacks. We also iterated on the map, lowering grass height, adjusting tree placement, and refining lighting to make player movement and targeting easier to see.

The final challenge is how to help players understand the system as a whole. This falls to design. We will explore this further in next week’s blog.