Posted December 13, 2024 by Super_JRM
--- Critical Issues ---
--- Common Issues ---
--- Key Takeaways ---
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To preface, this game is a prototype.
- JON: Ok
First Room:
- JON: Head down the hall, okay... (Jon heads down hall following instructions)
Second Room:
- JON: I will say I don't know if it's the frames but the motion is giving me a light headache. It is not... friendly.
- JON: (Checking every possible stall) Ok... ok... ok... ok... ok...
- JON: Okay found it. Uh, ok, let's go.
Combat:
- JON: It looks like the combat is about using your paint abilities, and then you use your Ultimate at the end to kill. Like Bottled Rage. That's cool.
Third Room:
- JON: E IS TO JUMP???
- JON: (After Combat) I think the room is bugged. I got the key but it's not working. I need to restart. Oh god. (I tell him there are two keys) Oh. Ok.
- JON: Combat is cool. I can't find the second key. Oh god.
- JON: (After finding second key) Found the second key. Open sesame.
Combat:
- JON: (Used Break Up) Oh god. It lied. It did not heal me to half health.
--- Interview Questions ---
What were the highlights of your experience?
- JON: The highlights? I guess, it was short. Game mechanics were cool to figure out. It was cool to mix and match different abilities.
Anything you think could be improved upon?
- JON: Mmmm... I guess like, alteration of settings. Mouse sensitivity, camera movement and volume were all very high and I wish I could've adjusted it.
How did you feel about the painting mechanics?
- JON: I think it was fine. A little buggy but I think it's fine. I wish there was like, maybe, like you know how in Pokémon in the top right there's elements, like a rule book? That would've been better for figuring it out. The words and the UI sometimes lied.
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To preface, this game is a prototype.
- STANLEY: (Clicked continue, screen goes blank) I was curious what um, what clicking Continue instead of New Game would do. I guess it crashes.
First Room:
- STANLEY: Tutorial room on player movement. I guess.
Second Room:
- STANLEY: Oh god I'm actually getting a headache. (Found the key) Okay this was tedious
Combat:
- STANLEY: (Wordlessly figured out how the combat works. Used Red/Red/Blue/Yellow into Bottled Rage)
Third Room:
- STANLEY: I uhh, I need to actually take a break (Pauses game) I feel sick from the camera movement. (Pause) Okay.
Combat:
- STANLEY: (When using Whiplash) Okay, cool
--- Interview Questions ---
What were the highlights of your experience?
- STANLEY: I think the combat has a lot of potential. Um, yeah.
Anything you think could be improved upon?
- STANLEY: Walking around. Just like, some sort of narrative, I guess? For some office type thing and then some monsters.
How did you feel about the painting mechanics?
- STANLEY: I think this is interesting. I didn't do that much with it, but uhh... yeah. The combat is interesting how you use different colors, I don't know how in-depth it is since there are only 2 combats, but it was cool. I could see it getting expanded upon and being a cool mechanic. I wish I could've saw more of it. More descriptions would've been nice, it felt kind of weird to realize I had to figure out what it does after using it. Just felt confusing on how to actually do something.
I liked the part where I mixed the colors in order to create either a stronger attack or a buff. I liked how the combat might be based around trying to either make a complimentary color against the enemies or make opposite colors. What was confusing was the lack of objectives telling you what to do exactly. An example is the first room with the locked door making you search for the key without telling you there is one or updating the objective to tell you to find a way to open the door. Another aspect was the jumping, putting a note or quick drop note to tell you what key to press to jump over objects would be nice.