Alpha Build


PLAYER EXPERIENCE GOALS

Art
Is the environment draw the player in and spark curiosity to explore? Do you feel encouraged to be curious and explore every nook and cranny?

The world is meant to be open and free to navigate with narration helping player navigate the game instead of paths.

Design 

Does the flow of the island help navigation and item discovery?  With the freedom do you feel there is a direct path to follow?

Through the first quest the player should walk across the whole island in order to interact and see it all before the true start to the game.

Game play

Does the player feel motivated to complete the task? What emotion do you feel so far in the dialogue and what gets you to complete the task?

With dialogue, an incentive should be provoked to get the player to problem solve.

Get MIRA'S TALE

Comments

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Art:

I like the feeling of playing Spyro/Banjo-Kazooie when walking around. I would continue to add more quirky additions like the beer stand at the beginning, as well as the fun colors, that way players will always have that other-worldly experience exploring, when not actively completing the main quest.

Design:

Play-testing the distance of sight for the player when walking around would help establish when/where to add certain attractions, pulling the player the direction you intend via imagery in the near distance.

Gameplay:

I think the nature of the game as a 3D platformer inherently makes players want to continue and collect/complete events in the world. I suggest adding/hiding more items around the level to allow further engagement outside the main quest.

Also, there seemed to be a slight lag when turning around the character, either from the directional control from the mouse, or key combination with the forward and left/right inputs.