Clarity


One issue that seemed to come up during playtesting was clarity on some of the thing in the game.

An example of this was the invincible enemy at the very start of the game. This enemy is necessary to add tension and prevent the game from being both too easy and get.

This was remedied by first making him a different colour to distinguish him from the normal enemies but this still sometimes caused confusion. In some ways this was a good thing as this lead us to adding an integral feature to the game, that being the enemy health-bars. This helps players by showing them how weak the enemies they've already hit are while also letting them know he cannot be killed.


Another thing we did to help make it more clear was having only a set amount of enemies in the level, each of them spawning in the same spot. This would stop players from ending up in the same place over and over again while  looking for keys. If there was no enemies around they could easily tell that they've already been there.


One other example of something we tried to clarify to the player was how to finish the game. The only doorway of the room you start in has the player walk past the exit.

The exit has a locked door. The player can see that this leads outside of the maze. There is also another person who looks similar to the player character. The player hopefully unconsciously realise that this is the way out.


Its the seemingly small changes made to the game like this that will hopefully lead to the quality of the whole game increasing.