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Week 6 Feedback:

General:

Watch out for executable names. You've got two in the build right now, and "Disengage" doesn't run because of a plugin (please do not use plugins). Feedback was given via the PlatformGameTemplate.exe.

Feels like there's not a lot of love given to the 3Cs in any of the levels - camera distance is solid for the type of game this is (I think) but character feels pretty generic.

All in all, not seeing a cohesive game emerge yet, and it feels like the tech might be driving the design rather than the other way around!

Ethan:

No escape key functionality on character? Couldn't get back to main menu.

Cameras are functional and pretty. Shame to not have any audio or movement. Good to see some small challenge setup but balance is WAY off. Think about the purpose of these cameras in gameplay - are they things I have to avoid, or things that hurry me onward? What does each of those two options mean for the gameplay?

Use the design site to explore stuff and provide explanation/justification, because right now the gameplay implications of the camera feel under-considered, and I can't tell if it's the technical limitations that prevent it or not.

When it comes to indication, there's feedback, but the problem with a colour-shifting light is that the player has no visibility on the end point of the indicator. Under the current situation the end point = failure, so it's a little unclear.

Remco:

As stated, the bug in your glide makes it unplayable right now. Again, if treated as a bug, this is unfortunate but understandable, but if you take this as a new gameplay direction it means tossing everything you had up until now for game design. Consider this move carefully - can you give this the careful game design thought it deserves under the circumstances? Again - use the design site to indicate your intentions, because they're unclear from the build.

Victor:

Functional and has a nice feel via the particles and SFX. In practice the smoke is better than it looked in the gifs! Some sense of challenge, but not much.

Be very wary of using destructible meshes. Gameplay is affected by terrain shape, and destructible meshes give unpredictability to this! Best bet is to turn off collision, unless you're very careful and clever and can use them to your advantage without creating a problem.