Week 5 of Big Game Project

As I said at the start of the project, I am not a great log keeper. So now this will be batch two of blog posts. Lets keep going where we left of shall we?
So this week, we started implementing changes from the first playtest, and that was pretty much what we did most of the week. However by Thursday we had a second playtest with our mentors and former students, where we were more inspired. I spent that night creating new puzzles, most which scraped the concept we’d had from the start where you had the ability to complete any puzzle with any character. This was due to the feedback that players wanted to use more characters, but they never had an impetus to do so.
One thing we did was that we had a maze that you could first see the solution and then execute on it. However, the maze was so cramped and claustrophobic that people got lost anyway, so what we did was that we scaled it up to twice the size. This helped, but caused a glitch where you could some times phase through it’s walls. This was an issue that we worked more on in the following week.

About Pontus Hassis

2014  Graphics