Hello, everyone; welcome back to our weekly dev blog. Hopefully, everyone had a chance to check out the solar Eclipse this Monday. This week, our team focuses on iterating our build based on the feedback from the playtest day.
Programming
One of our top priorities for this week is enhancing the attack aiming system. Following feedback from our playtesters, 54.1% expressed difficulty executing attacks effectively. To address this, we’re implementing an aim assist system to aid players in accurately targeting their adversaries.
Art & User Interface
Art & User interface
This week, our talented artist has brought a new visual element to the game. They’ve implemented room tints, a creative solution to assist players in understanding if they get hit by their opponents. For example, if the player gets attacked, the whole environment will have red tints to notify the player that their monster gets hits. On the other hand, if the player received Mana, the room will have blue tints. These visual cues add depth and immersion to the gameplay, making it even more engaging.
In response to playtest feedback revealing that 58.3% of participants rarely checked the special attack’s cooldown interface, our interface designer has made adjustments. The cooldown interface has been relocated closer to the main interface, ensuring it’s more prominently displayed and easily accessible to players during gameplay.
Future Plan
Prioritize: Implementing the Feedback for soft
– Cheerleader sound effect
– Kapi’s special attack can boost HP
– Special attack UI
– info card in the monster selection stage
– Charging: a feedback: audio
Between soft and final:
– Adjust level design
– Win & lose interface
– Monster turns to souls when they lose
– More rounds of the game (3)
– Reset and start moments
– Mana system