Week 10 – March 23rd

This week, most of our team members attended GDC, where we showcased and playtested our latest progress. A total of five players tried our game, all of whom showed strong interest. They were all experienced with VR and identified as chest breathers. Some onlookers expressed interest but chose not to play due to motion sickness.

Players Trying The Archery Prototype:

Player Feedback:

Breathing as an input is an intriguing concept for players, but there were some challenges. The rocket section is easy for most people to grasp. However, one player mentioned that they could cheat by intentionally moving their belly instead of breathing naturally, which could disrupt the intended experience. In the breath-holding section, the duration of holding breath is almost at the limit of what people can handle, which might need to be adjusted for better comfort. Additionally, shallow breathing, especially while crouching, proved to be too difficult for some players to perform consistently.

Diving Prototype

The diving section generally received positive feedback, as no one reported feeling uncomfortable during the experience. However, the relationship between breathing and oxygen levels wasn’t clear to some players. This might be due to the oxygen level text being disabled after integration. The lack of a penalty when running out of oxygen may be a double-edged sword. While players didn’t experience any danger or discomfort, it also lowered the sense of urgency and immersion. Without a clear mechanic to highlight consequences, the section ends before players fully understand the importance of managing oxygen levels.

Sneaking Prototype

The sneaking section was considered very challenging. Since some of the guidance was not yet implemented, players found the connection between breathing mechanics and the environment unclear, leading to some confusion and a heightened perception of difficulty. We plan to rebuild the sneaking part to make it simpler and more straightforward.

Players Trying The Intro Section

The intro section is crucial for guiding players through the experience. One key element is the hologram walking animation, which helps players understand how to move within the game. Without this animation, players often expect to start walking immediately after entering the scene. However, the walking portion comes later, after the cutscene ends. To resolve this, it might be helpful to provide clearer indications earlier on. Also, the unlock door mechanic now has more obvious indications (currently waiting for integration). An important addition would be displaying the oxygen level during the diving section to ensure players are aware of their status while underwater.

Future Plan:

Will have

  • New sneaking section
  • New interaction tutorial for the unlock door
  • Walking animation integrated to intro scene

Nice to have

  • Blowing fan interaction