Late Post for week 5

Last week was the alpha week. The feedback we got, and the experience we saw the people playing our game had, made us realise that we had to rethink our level design. After the alpha we started a new level from scratch, focusing on learning the player how mechanics work. We did this by making sure we introduced new mechanics on their own, not combined with another mechanic. We brought some fellow students to try out our new level and the result was very positive. We noticed how much better they understood what they where supposed to do.

jumping

This is the first “challenge” the players find. The scrap pieces bounce up and down, tempting the player to jump up on the platforms.

Doors

The player can not proceed without opening the door. The red hand in the middle of the”button” draws the players attention to it.

pressureplate

By colour matching the pressure plate and the box the player are guided as to where to put the box. The fact that they can not continue without understanding the colour code we make sure that they actually learns what to do.

boosting

Once again we lure the player into the challenge by the use of bouncing scrap. It is easy for the player to reach the ledge, but since we have scrap higher than the ledge the can see that it is possible to jump higher.

bostingplayer

This is the last challenge we made last week. The ledge is just too high for the players to jump up on alone. Here they get to learn that players, just as the circles from the last puzzle, also can boost each others jumps. They also learns that they can pull each other up. We tell the players that they can make the jump by putting an obvious continuation on the top of the ledge.

//Jenny Grip, Scrap Pirates