Cycle 1 Review
DevlogsTrips10 / 11

Cycle 1 Review

it went so fast

We got to work through 3 rounds of feedback this cycle, firstly our planned work from when we did a Maker’s Massive demo, and then the feedback from our discord community, and finally the feedback from our latest demo night, which was incredibly valuable. At our last demo, we had 10 people play it and go through our new tutorial mode, test controller game play, try out the new character creator, and play with our new power card art!

Also had valuable feedback from some seasoned devs around direction and game play mechanics.

We play tested our self hosted web version using a controller, and with touch input and stylus on an ipad.

I put a bunch of more technical review notes here.

Feedback#

Some of the things players spoke about:

We didn’t get to make saving your character work by the time we demoed at the meetup, and it was interesting to see how many people were excited about the creator and then disappointed they couldn’t play with their character. Which was weirdly validating! Players like ideating themselves in a new world before committing to gameplay.

Progress#

We refactored for multiplayer, which fixed some bugs and performance issues. More details here

Solidified visual direction with new deck backs and card style with the new power card art and animations. Very textural, layered colors and splats of paint, lines of chalk and bold brush strokes.

Fixed a bunch of layout issues, now it’s playable at most resolutions. Learnt a lot about control nodes and how Godot manages them.

Created custom theme for the UI and dialogue boxes.

Finished character creator. Setup the creator scene to choose all your characters features and it now saves so you can play the game with your custom character!

Added a new card fan component for the player hand that allowed controller support for joysticks and dpads. Also fixed some controller issues after feedback, which included button prompts.

Created a title screen that plays while the game loads in the background, and a global audio manager making for seamless transitions and continuous soundtrack.

Added a dialogue manager for our NPCs, guides and between game banter.

Created an NPC base character with a series of animations for reacting to different dialogue options, card effects, and events like winning and losing. Added some vfx like bobbing, breathing, blinking and beat matched bouncing to the music playing.

Tutorial game mode with our frenemy Bobby! We learnt a lot about how to explain rules and mechanics to players, and the psychological elements of dialogue, banter and opponent reactions. The play testing really helped with this. And we’ve realised having your adversary teach you how to play the game might not be the best approach.

DevlogsTrips10 / 11
License

CC BY-NC-SA 4.0 This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

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