Industry Practice: Game Feedback

Game Feedback

We have presented our game to the group as a whole and have gotten feedback on what we have created. This build of the game included the whole path we had created, the Health Anxiety path, with all the final art we had produced implemented into the game. This included the final environment scenes I had coloured, as well as the teacher and bathroom student sprites, and the other missing environment scenes drawn by Holly. I implemented these into one build, with unused and in-game art also being available for display.

The responses from our feedback form go as follows:











I was pleased with this response, and am glad the font was legible. I feel it contributes to the game's identity and was glad this was communicated.






During our next team meeting, we discussed feedback relating to the script: I had no issue with changing it to be less wordy and communicated this to the group. 
However, we discussed our target audience and compared this to what we had for our script. In our mind, whilst writing and reviewing the script, we intended for it to be a little obtuse and a little wordy. It was a part of the game's identity and linked to the metaphorical nature of our theme of introspection, describing emotions and memories in a more wishy-washy impressionistic manner than simply stating how the scenarios a character had been through felt.
This contributed to our target audience considerations: we intended for our target audience to be familiar and comfortable with this type of storytelling.




Feedback on character design was positive, which again we as a group were pleased with.

On the whole, then, feedback implementation was a fairly straightforward process: some feedback indicated that players were not sure of the relationship between the teacher and Crowley, as they felt that the two should have interacted. To make Crowley feel more ethereal, then, I added hide functions to Crowley's sprites when the Teacher was talking. This made Crowley fade from the scene when the teacher was talking, making it so that it was clear that the two characters were not meant to interact with one another.

I also created a variant of the bathroom for use in the bad ending of our game, darkened and grimy. This is an idea we had discussed at length previously, and represents how the character's mental wellbeing is deteriorating as their health anxiety takes hold. 


Lastly, I implemented the final design for the game logo. This was a typewriter designed by Evie. Though this is a minor change, again it is something that we as a group had discussed continuously. 

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