Week 8 – Expanding Game Design & Visual Feedback Enhancements

In Week 8, we began designing the Upper Tree Level of our game, skipping the Pond Level for now due to a lack of confirmed, academically accurate information. Our interview with the subject matter expert (SME) in Week 6 had already provided us with enough insight to begin shaping the gameplay flow for this third level.


Upper Tree Level Design

The Upper Tree Level is focused on teaching players about the dangers of backyard littering—specifically how human-made materials can negatively impact birds when used for nesting. Birds often cannot distinguish between harmful and safe materials, which means human intervention and awareness are crucial. For example, items like plastic, shoelaces, or cigarette butts may be mistaken for nesting materials but can cause injuries, insulation problems, or even poisoning.

To bring variation and challenge to this level, we’re planning to introduce time-based or speed-based obstacles. For instance, certain actions—like removing harmful objects—must be done carefully but not too quickly to avoid damaging the nest or putting the birds at risk. This not only adds difficulty but also makes the level more dynamic and engaging for players.


Visual Feedback & Next Steps

We updated the ending sequence of the first level (Under Tree Level) with new visual effects (VFX) to create a more rewarding moment for players who complete it. These visual cues are meant to boost the player’s sense of achievement, giving them a satisfying conclusion to their effort and encouraging continued play.