Improvements from Godotcon Playtesting
Thanks to all the playtesting feedback I got at godotcon, ducky game is getting some improvements. This isn't an exhaustive list of all the stuff I've fixed, but there are some minor bugs among other things I've fixed as well.
* Some users found it difficult to tell when you'd need 100% affinity with a character to be able to do something. So now we add an indicator to the dialog that tells you what your affinity level is, and if it's high enough, it will turn green, and the dialog changes.
* You'll also now notice that some of the text is highlighted to emphasize stuff players should pay attention to in the hints.
* Some people accidentally skipped the cutscenes without meaning to. I guess now I see why you have to hold down the button in modern games to do this. Some of the videos are rather short though, so you can just tap the button again to skip for good.
* Some people had trouble distinguishing the mushrooms on the upper area of the second level. So now the objects you can pick up are done in vector style and we lit up the mushrooms in the back to make their presence more obvious.
* I just put the menu on top of the screen without fading anything else under it previously, so people got confused when they saw the hud buttons were still there. So now it's faded.
* A few people played the third level, and they didn't figure out that you could examine the knotholes...because they looked empty. So now we make them look a bit less empty.
* I received feedback for this previously, but also in the third level, we tried to make it obvious for people when you should leave the room and come back by making the character retreat into her tent, but some people still didn't figure that out. They suggested adding a light to the exit to make it even more obvious.
I'm still trying to figure out how best to do the opening. I just realized that if I faded the screen after starting new game and moving the duck onto the lower level of the duckpond, people might not figure out that the cloud layer is basically a very artistic menu for loading or starting a new game, and that you can fly back up there to use it. I'll still have the duck react to eating the first cracker card before leaving the duck pond, but the transition between starting new game and landing on the duckpond, I'm undecided on.
EDIT: playtesting builds are updated with these changes. I forgot to do so earlier.
Get Skye's Ducky Adventure: Quest for Gluttony
Skye's Ducky Adventure: Quest for Gluttony
A little ducky on an adventure to collect as much food as possible
Status | In development |
Author | schwarzeralptraum |
Genre | Adventure, Puzzle |
Tags | Casual, Cute, duck, Godot |
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