Week 11 – Review, Reflection, Revision

Overview

Week 11 was mainly about reviewing the Playtest Day results, iterating based on them, and setting up a more continuous playtest environment so we could keep collecting useful feedback. After the Playtest Day milestone, this week was a heavy iteration week focused on improving the player experience, especially navigation, frustration, mist behavior, and readability. It was also a week where the project became more data-informed, both through another playtest night and through the visualization tools we built to understand player behavior better.

Weekly Focus

  • Review and reflect on Playtest Day results
  • Iterate on major issues from the playtests
  • Set up a more continuous playtest environment

Progress Update

Tech

  • Focused on fixing major issues found during Playtest Day
  • Added a new sprint indicator
  • Added back mist removal and adjusted the mist cost calculation
  • Added a screen-space UI effect when the player is in the mist
  • Hid the mist meter when the player does not yet have the mist ability
  • Changed how sprinting feels by adding recovery time and fast recharge
  • Updated shrine checkpoint visuals
  • Fixed camera clipping into the player’s head with a fade-out shader
  • Added enemy range gizmos
  • Added a basic text cutscene system
  • Continued tuning features while deciding what to prioritize most

Art

  • Continued adding more environmental art assets
  • Reworked multiple map details to make the level feel more reasonable
  • Added the gourd bottle model
  • Created and adjusted a new skybox
  • Updated the mist rendering pipeline
  • Updated environment lighting
  • Continued finishing enemy silhouettes and textures

Sound

  • Updated player-related sounds based on the new player action changes
  • Updated enemy sounds based on the new enemy changes

Design & Production

  • Ran another Playtest Night with the updated build
  • Created a visualization tool inside the editor to help read collected playtest data
  • Redesigned Section 2-1 based on playtest data
  • Updated Section 1-1 based on playtest data to improve navigation and reduce frustration
  • Reworked the broader navigation design
  • Fixed and adjusted multiple bugs and features based on playtest findings
  • Created a narrative material list
  • Continued reviewing issues around narrative clarity, navigation, and lantern enemy behavior

Notes

This week was a very important iteration week because it was where the team started responding more directly to what players were actually doing in the level. Instead of only relying on general impressions, we were able to use new playtest data and visualization tools to identify concrete problems and begin reshaping parts of the map. At the same time, some issues were still open by the end of the week, especially around narrative clarity, navigation, and some of the lantern enemy behavior.

Next

  • Continue iterating based on the latest playtest feedback
  • Continue improving navigation, frustration points, and lantern enemy behavior
  • Preparing for Soft Opening

Media