How to make the death mechanic more understandable?
Grunt sound followed by mystical wind
How is the player going to discover how to control the boomerang?
Text/dialogue
Open sandbox level to play around and experiment
Make the boomerang faster and more responsive
Add a jetstream to the boomerang
Add sound effects and animations to the boomerang
Add a transition for death
Lights going out, then coming back on
Fading vignette
Exiting the temple and seeing an open environment was really cool
Make the boomerang float and add particles when it’s waiting to be collected, like The Legend of Zelda
Replace spheres with empty door frames
Make hieroglyphs to act as an instruction manual
Sell presentation should be a slice of the future
Where the game will go if chosen for next term
Where is it in pre-production, full production, and beyond
Include how long a playthrough is
Have examples of how death can be used
Survey the environment, but lose time in the process
Death is necessary to complete a puzzle
Possible puzzle could be using the boomerang to knock a spike down and fall on the player
Model in centimeters, not inches
Story may not seem super clear, as in Morgan’s past and their current role
Future endeavors could be possible enemies or sections that remove the boomerang
Replace blue spheres with portal doors
Have the same textures for rifts
Outer Wilds as inspiration for the death mechanic
Possible timer option could be the desaturation of the screen, like in Uncharted
Possible include resource management, like a limited amount of time to die or throw the boomerang
Include demo/trailer in sell presentations
Include controls of boomerang tracking within technical aspects
Initial room is claustrophobic
Increase the spirit light vibrancy/strength as time runs out
Clarify destabilization?
Better showcase what the game could be
Where could the game go? What could the game become?
What is the vision for the game?
There’s a disconnect between the conceptualized environment and the in-game environment
Have more animations and transitions to prevent disorientation
“A journey through life and death and back”
Emphasize the death mechanic
Include a boomerang graphic on the title screen
Emphasize the boomerang
Start with the quietus definition, then the summary
Emphasize the mechanics/hooks in the summary
Include the respective artwork in the summary
Change the boomerang logo
Less plane-like, change the jetstreams to be rotational
Better organize the slide info and talking points
Mention the spirit world and Morgan in the summary
Put more focus on the player and their experience as if they were playing
Really liked the hooks introduction title card
A slide to better connect the story and gameplay
Making the description of the boomerang less mechanical/technical and more descriptive
“The boomerang tracks the crosshair” -> “The boomerang is steerable”
YOU WANT TO DIE
Advocate the purpose of death
How to strategize death and how it differs from other games
“What You Do” slide needs gameplay examples to better explain
More art to better reflect the current environments
Less small text on conceptualized level design
Conceptualized level design isn’t good for explaining level progression
Story isn’t clearly related to gameplay
Integrate better with the progression of the presentation
Less segregated slides
Stop separating the slides by individual aspects and organize them with more of a narrative
Instead of a general audience, have an ESRB rating with clarifying details
E10+ - death as main gameplay, challenging puzzles
Go more in-depth how our game is similar to other games, then clarify how ours is unique
STOP GREYBOXING
Present the demo as a new player experience
Don’t make it like a walkthrough, make it like a let’s play
Inspiration for the time limit: Outer Wilds, LOZ: Majora’s Mask, Pathologic 2
A siren’s call; impending doom
No third puzzle, instead, have variations of existing puzzles
Demonstrate the boomerang tracking
List different kinds of challenges
Curving the boomerang around obstacles
Finding a way to die
Throwing the boomerang while moving
Solving sequential puzzles
Removing assets to increase difficulty
Stop greyboxing and add textures
Use prefabs to make implementation better
Make death more obvious
E.g., atmospheric color change, UI change, etc.
Relocate the player upon death so that there isn’t a chance they might get stuck
Teleport in front of the portal? A specific set location?
Possibly include something that increases and decreases destabilization time limit?
Challenge in Elsend that has to be solved within the mortal land
Improve the boulder puzzle before implementing more puzzles
Include labels/directions to explain to the player what the controls
How to change the level to accommodate the boomerang tracking?
Have different iterations of the same puzzle for playtesting to determine which version is more fun
Some kind of wind puzzle that affects the boomerang’s path?
Buttons with different symbols to represent different ways to activate
E.g., handprint, boomerang
Color code roles/tasks/completion on scrum
Include survey results on scrum
Add an indicator for distance boomerang is thrown
More self-reflection (Where are we? Is our game still fun?)
Keep in mind that first-person platformers are difficult to maintain a balance
Programming for persistent states and respawn in the right area
Test load time between mortal world and spirit realm
Builds
WebGL or Downloadable Win/Mac builds
Higher FOV
Maybe on-screen directions, guide, manual, tutorial, etc.?
Possibly use textures similar to oil spills?
Implement rock puzzle
Include a tagline on the title slide
Catch the audience’s attention immediately
Include definition of the title?
Try to put gameplay slides before story stuff
Make sure the hook is one of the first slides
Mention how gameplay relates to story (and vice versa)
Give boomerang its own slide
Boomerang is metaphorical for the gameplay
Why is the boomerang different?
Curved trajectory allows it to go around obstacles, unlike grappling hooks
Give non-regressive death its own slide
More specific target audience
What does our target audience normally play?
More specific goals for scrum
Include names with tasks
DO NOT BE VAGUE
Explain every menial thing
Make sure at least some of things you say are on the slides; don’t rely solely on your verbal descriptions to explain everything
Define what’s in the spirit realm
How to leave Elsend? Why is Elsend needed/fun?
Penalty for going to Elsend?
Being teleported further away with the nearest portal? (and vice versa)
Are there limitations in Elsend?
Time-sensitive access points, etc.
Is the spirit world mirroring the real world?
Saves time on level design and could possibly make more sense to the player
Perspective changes in Elsend?
Multiple ways to solve puzzles
How is our game supporting different playstyles?
Main mechanic is death
Beware of difficulty platforming in the first-person
Maybe use the boomerang to better sell first-person platforming
How to balance accidents and dying on purpose?
Cement boomerang-spirit world interactions
Discuss spirit world penalties
Go more in-depth about the spirit world in general
Range of boomerang can be increased? Use of the boomerang is limited?
Gif was very useful (Go more in depth on the spirit world)