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Flora's Gate » Devlog
PLAYER EXPERIENCE GOALS
Art
Is the theme clear? Is it unsettling so far, with what is there? Are there things you think we should incorporate? PEG The player can identify the theme and experience goals through the atmosphere. |
Design
Is the minimal light working with the flashlight as a light source? (there will be torches and lanterns around the town area) Are the inclines to steep? How do you feel about the screen distortions in the water? PEG Player feels as though the inclines are appropriate and the minimal light drives them forward without inhibiting them too much. |
Game play
How is the movement? Are things too slow/fast? Are any movements too jarring? (The object observation is in its beginning stages and will be more interactive soon) PEG The player feels the movement is smooth and it is easy to get around. |
Get Flora's Gate
Flora's Gate
An interactive exploration of a dying cult in the moutains
Status | In development |
Authors | Puddintato, Tori |
More posts
- Asset ProgressionApr 07, 2020
- Big Changes and AdaptingMar 22, 2020
- The Greenhouse and ThingsJan 08, 2020
- BETA TESTDec 13, 2019
- Finding The PaceNov 16, 2019
- Progress UpdateNov 15, 2019
- New Terrain WalkthroughNov 05, 2019
- Some Big ChangesNov 03, 2019
- How are the Trees Going?Nov 02, 2019
- Model ProgressOct 24, 2019
Comments
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Art:
- Gamma is a bit dark, maybe bumping up the light would help navigation.
- Essences left behind by the creatures to suggest prior habitation.
Design:
- Positioning trees to guide the player subliminally down an intended path.
- Maybe add elements throughout the game that are somewhat mysterious and unexplained to elicit the feeling of unknown and supernatural.
Gameplay:
- Creatures seem to teleport/move quickly to the player once past a certain location. I suggest lowering their speed and allowing them to be introduced from afar, then maybe adjusting their mechanics to spawn and attract randomly thereafter.