Week 12 – Full Game Flow Playtested & Final Wishlist Set

This week marked a major milestone for our team—we completed the second level (Pond Level), allowing us to run the entire game from start to finish for the first time. During our Soft Opening on Saturday, we invited faculty and mentors to playtest the full experience, which includes all three levels: Garden, Pond, and Upper Tree.


Playtest Feedback Highlights

We received a wide range of valuable feedback, both technical and conceptual. Here are some key takeaways from the playtest session:

🧭 Gameplay & Mechanics

  • Some players had difficulty identifying if the items (like rocks or leaves) were placed correctly when they automatically snapped—we need to add highlights to the target point.
  • Players wanted more freedom and meaningful interaction—some felt the current flow was too guided or restrictive.
  • Snap points, object behavior, and boundary logic still need refinement for smoother play.

🎨 Visual & Animation Feedback

  • The shrinking animation was considered too short and lacked impactful audio cues.
  • Some 3D models and animations felt unfinished—e.g., birds not folding wings, objects clipping through grass, or minimal character movement during conversations.
  • Environmental VFX and lighting transitions (especially for the magical shrinking and seasonal changes) could be improved for clarity and immersion.

📚 Narrative & Instruction

  • While the overall message and environmental themes were appreciated, a few players were unclear on the goal of each task or the broader “why” behind certain actions.
  • Some suggested terminology adjustments to better match the tone (e.g., replacing “kid” with “friend” or “buddy”).
  • There were also notes on timing mismatches—dialogue sometimes didn’t sync with when items appeared or were interacted with.

🎯 Purpose & Experience

  • Most testers appreciated the game’s focus on realistic backyard actions, but emphasized the need to create strong “I did it!” moments to reinforce learning and reward progress.

Planning the Final Sprint

After reviewing all feedback, our team compiled a comprehensive list of improvements and features to implement over the next two weeks. Based on our internal discussion and what’s most feasible, we finalized a “Wishlist” of:

  • High-priority bug fixes (e.g., dialogue recording, spatial sound, NPC animations )
  • Polish and VFX enhancements (e.g., improved shrinking sequence, clearer transitions)
  • Small interactive additions to create more player agency and satisfaction

These next two weeks will be crucial as we move into our final build polish and prepare for the project’s closing presentations. We’re excited to bring everything together into a fully realized experience!