Devlog 4 + Game Test Feedback.


Fluffer Nutter's Never Ending Tangle

Devlog - 

Keys - the keys are objects that are spread around the first maze that the player will need to explore and find. at the moment when the player finds the keys they get teleported to there locks at the end of the maze

Locks - we also included locks for the keys. with 4 locks and keys the player needs to find all 4 to continue to the second maze. when player finds one, they will appear in that keys lock. 

Game Test feedback-

Controls- Controls were fine, but mouse sensitivity was considered high, this was a known issue. May have to have a slider to control the sensitivity. The movement was either fine or slow, sprint was suggested multiple times and since there are other reasons to have sprint, we think that implementing that would be a good idea. The base speed may not feel as bad with sprint as an option.


Atmosphere-we mostly got positive feedback for the atmosphere, where our testers did find it creepy, ominous, and many people found it disorientating which is what we was aiming for. however some feedback that we got is to have some sound for when the monster is close. we plain to add a heartbeat that gets louder the closer the monster is. another good feedback we got was to make the maze more darker with make the flashlight blink in and out at time. which we intend to add.  another one is was to add some small light sources around the maze to lighten up the maze a little in areas and help the player know where they are,  which we hope to work on before the final pitch is due.


Monster- Discourse surrounding the monster was very divided. Some found it to slow and easy to avoid, others found it difficult to get away from and thought it was to fast. Sprint was mentioned again, so we can add that to the growing pile of reasons to add it. The main solution here seems to be to make the monster more threatening while giving the player more tools to avoid it. 


Maze- overall we got mid feedback. where people liked the polygonal look, some people would of liked to see more models to make the maze less boxy, however with both mazes we did get most people to fell disorientated. which was our aim. but since of time constraints most of the testers only played the first level. which was meant to be a little disorientating, however quite a bit of game testers became really disorientated from the first maze then we intended when we was watching them test the game. 

Graphics- the graphics got a mid feedback, with some liking the grass textures, there was multiple feedback on the maze itself that does need work on. and besides the non existing textures for the monster. there was multiple feedback about the big line in the skybox. which we intend to work on. 


Flashlight- The flashlight got almost perfect feedback with some minor suggestions such as, flickering or widening the light slightly while making the area around it darker. Both of those should be able to be implemented.


Sound- Sound quality was good but a little low. Easy enough fix, people with headphones did seem to have a better experience as expected.


Completion success rate- Most people were able to complete the first maze, only a few completed the second. Time constraints were mentioned due to the nature of the testing session, overall a decent success.


General- Overall feedback was positive, a few things were mentioned that could be improved upon or changed. Jumping to obtain the keys was considered a little strange, they can definitely be moved down no problems there. 

A bit more visual variety within the maze so players can determine their position a little easier and not have everything so one note. We could have small lamps in the maze or other small assets so people can go 'ah, I've been here before'. 

A way to figure out how close the monster is. Some kind of heartbeat sound that increases in tempo as the monster draws near. 


Observations- Several players managed to run a tight circle (sometimes through sheer panic) around the monster causing it to return to patrol because it lost sight of them for over a second. The one second timer was there to allow the player to duck into nooks to avoid the monster and prevent it from being to hard to get away from. In light of this issue the timer will be increased and a sprint functionality will be added, allowing the player to speed up for a small amount of time.

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