There are a few key areas of feedback provided this time around - conveniently into questions that I can myself summarise:
Communication:
All time high
Regularly discussed goals and deadlines
Team lead took effective stance, removing himself from development to act as support
Deadline:
Work submitted ahead of deadline
Proved ourselves capable
Work Quality:
Areas of improvement could be made
Overall content is "exceptional"
Issues with Quality:
Initial concerns of blending 2D/3D together
Concerns rectified by our own contributions and work ethic
Behavioural Issues:
None whatsoever
Alterations:
Refine the overworld to solidify its place in the vertical slice
More puzzle elements if we had theĀ time
Release:
Impressed by the scale and functionality
Willing to market and distribute the game
"Immersive and dynamic experience with challenging gameplay elements"
The reason for a final client meeting was not to get feedback on how to improve the project. Rather, it's a judge of us as professionals, and to provide us instruction on how to better improve ourselves technically and in other more general skills such as communication. We shared with our clients a demo trailer (seen in the previous page) that shows both edited story elements and the core gameplay loop.
I believe we've delivered almost exactly what we set out to do. The only sacrifices we have made were to parts of the game that were not integral to the core gameplay loop, and were done to provide more time to work on said loop. The biggest issue, in my opinion, has to mostly do with how it doesn't as strongly reflect the theme as we had hoped. Aside from that, it's a strong submission, as agreed by our client.
This feedback has by far been the most glowing and positive of all the client feedback we have been provided throughout this project. Our client is satisfied with almost every avenue of the project, from a major leap in communication, to the individual contributions of each member, and the way that our producer, Nathaniel, stepped up even further in his role than he had before. Our only issue lies, as expected, with the overworld. Thanks to our issues with its development, it has become a rather useless shell of its intended purpose. We cut both its mechanical and its narrative function in the game, leaving it as nothing more than a glorified walking simulator for the player to go through on every playthrough of the game. I agree with our client that, if we had the time, I would go back and either give the overworld a purpose, or fill it with an intro cinematic that provides more story context and is quicker to run through than walking over to a console to trigger a cutscene. Overall, I am ecstatic with the feedback that has been provided to us, and it really shows how much our efforts have paid off, providing our client with a well-rounded vertical slice that they are more than happy with.