Lucid Dream Critique

After beta testing my game Lucid Dream in my Interactive Design course my class mates had some suggestions to add or change for the final submission. 

The most important suggestion was to add barriers which roommate players from climbing straight up mountains. These  barriers limits how high players can clim. Forcing them to follow the chain of events I designed into the game.

Another helpful suggestion was to expand the paths in the game to allow easier navigation. At first many people in the class would get lost in the maze like terrain of the game. By expanding many of the path ways players found it easier to more through the natural open mountain like terrain.

I also made a choice to reduce the amount of orbs you have to find to complete the game. At first i had a total of 10 orbs to collect in the game which turned out to be a lot. Beta testers in my class could only could find one or two before fining the final orb at the end. Lowering the number of them and also expanding the paths mad it a lot easier to navigate and find things within the game.

About collinabussey

Name: Collin A. Bussey Graphic Designer / Wed Designer / Animator / Director Gender: Male Age: 22 Founder of Successful Brand Clothing
This entry was posted in Non-timebased, Writing and tagged , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s