This week we had our first playtest at Hunt Library on Carnegie Mellon’s campus. We collected a lot of feedback and took them to the drawing board! We’ve then created a new list of features to implement before out next playtest.
Playtest Feedback:
![](https://projects.etc.cmu.edu/questline/wp-content/uploads/2024/09/Screenshot-2024-09-27-113721-1024x627.png)
We got to playtest with Six people and the general feedback was very consistent. The players wanted a clearer balance between combat and stealth mechanics to make the game more engaging.
In regard to the how well they used the mechanics. Most players picked up the mechanic very quickly. The Sixth Sense mechanic was the most readable. Shadow Step took some time but the players really liked going invisible.
Where our level really shot was incomplete moments. The traps weren’t fully functional so they didn’t feel threatening. The enemies were too slow so the chase wasn’t as satisfying. To combat this, we’ve created a list of task to make the experience closer to what we want to cultivate.
To Do List:
- Shadow Step debugging Jim
Sixth Sense HowardCrouch KimiUI for cool down Claire- Shooting distract mechanic Jim
Trap Jim- Key Collect Howard
- PPE VFX Howard
- Weapon Charge VFX Howard
- Weapon Charge Functionality Jim
- Shooting VFX Claire
Next Steps:
As we slowly approach halves, we will be collecting our project progress and reflecting on our current momentum. We will continue to playtest and iterate on our design as well as piece together the game experience.