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3D Dialectics Game Studio

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A member registered Feb 19, 2023 · View creator page →

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(1 edit)

Version 0.2 Updates:
NPC AI made more efficient and responsive
Added mission dossier to main menu scene
New enemy added: Sentient Cactus
Implemented additional terrain tiles, including arroyos, canyons, overgrown valleys, and lava pits

Stay tuned for the next round of updates on 02.13.2025!

Updates and patch notes will be posted here

Making Mozzarella community · Created a new topic Bugs

Please report any bugs, errors, or issues you encounter here.

(1 edit)

Please post any suggestions or requests for Making Mozzarella here  (:

1. Does the hectic aspect seem more balanced than before? And if not, what aspects aren't? For example, enemies being too quick/slow, etc.

I was extremely pleased with how balanced the game feels! I was so confident that I would be able to outsmart the game, just sitting there literally forever, upgrading each tower to its fullest, but there was a point where I would become overwhelmed by the enemy. I like that the game reached a point that it was able to do so, because it keeps me excited by the challenge. I actually had a lot of fun testing how balanced the levels were, including seeing what wave I could get to before losing all of my life points.

2. Are towers (now with variety) more balanced together, or are certain towers over/underpowered?

I felt like they were balanced, and I saw the value in having a variety of tower types. I felt like I was limited in space along the path (in a good way), so I had to strategically place my towers where they would be most effective, both to make the space efficient and to maximize the effect of the towers. The variety of towers makes the game very fun, and seems to exponentially increase the amount of strategies the player can take to victory.

3. Does the elemental aspect of towers to enemies feel smooth/intuitive to understand?

I actually did not initially grasp, or remember, that the elemental aspects of the tower are used against certain enemies. I couldn't figure out, during my initial playthrough, why there two different types of tier upgrades, but now it makes sense. My strategy did seem somewhat effective though, which was to have a diverse range of towers along the path, striving to have one of every tower type. I was able to understand the tiered upgrades on blind playthrough, but I did not connect that types of tiered upgrades were elemental-focused.

4. Does the flow of the game feel moderately smooth(er), and in what ways if not?

The game does feel smooth, especially in regards to the flow of enemies. There are no jitters or dysfunctionalities with the player character or the enemies. It took me a little while to become comfortable with the keys, but I think part of the challenge is also having discipline with key clicks, so as to not accidentally toss something away when spamming. I also feel that the currency falling off of the map was a great touch, it definitely evokes emotion to see the high-tier currency you were waiting for get knocked off by my own hasty steps.

5. Is the UI intuitive and understandable? Any comments on adding/removing/clarifying anything to it?

I think that the UI, and the instructions for the game in general, are intuititive and easy to understand. I think that the UI on the bottom and sides is fitting for the size of the playspace, and the large buttons fit the toonish-style of the game. I didn't understand the difference between the different tower tier upgrades, as I had forgot that some enemies only respond to elemental towers. I think it would be cool to have some sort of instruction that ties into the story somehow, like showing how a certain type of tower is used to defeat a certain type of enemy because this is how it would be in the lore. (I hope that made a bit of sense at least) A legend may also be helpful, even if toggleable, for reference about which towers are effective against which enemies.

6. Did you find any interesting strategies during your gameplay? If so, please let us know what you found, and if not, tell us how we can give you more opportunity to strategize.

I was actually not too focused on completing the levels, rather I was interested in seeing how long I could hold out for, by just building and not putting the pieces into the black hole. My strategy revolved around utilizing the various towers for their strengths (ie. ranged, contact damage, etc...), and placing them around the playspace in a way that maximizes their efficiency. I did not understand about the elemental effect of the towers at first, but this will augment my current strategy, by having a diverse array of towers.

7. What do you think about the multi-tiered currency? Does a currency dedicated to the blackhole give more incentive to complete it than before?

I think this was a great addition! Unfortunately, a currency dedicated to the blackhold was not the most robust incentive for me to complete the game, as I just found myself tossing them off the side or out of the way, so that I could obtain tower currency to finish my 104th wave. I do like having some higher value currency because of the emotion it evokes, both in the excitement when one appears, as well as the despair when you accidentally knock one off the side of the map. 

8. Is the wormhole tower (if used) sufficiently helpful with collecting currency?  

Upon blind playthrough, I actually didn't know what the wormhole tower was for. I think one of the reasons was because I was more focused on using my resources towards combat-related towers. Now that I know about it though, I will make sure to use it in future playtests. I think it might be cool to have a chart or legend of the different tower and elemental types for reference, so that these mechanics may be a bit more apparant to new players.

I very much enjoyed playing your game, and will admit I was addicted to fighting "just one more wave" during my time playing. Your game has a very fun core gameplay loop, and I look forward to playing the final release of it!

1. What do you think of the puzzles? Too difficult or too easy?

I didn't quite understand the puzzles, which I don't know if it's user error or because of the difficulty. I think that might be cool to have alternate paths to victory in the game, to cater towards other play styles. I wonder if there's a way to incorporate a "golden path" through use of mechanics other than puzzles, like some form of minigame.

2. How did you feel about the oxygen meter? (Balanced? Too slow? Dynamic with player movement and fire?)

I think that the oxygen meter was balanced, but it was a bit frustrating when I was having difficulty with the controls, because it felt like I had just wasted half of it due to not being able to control the extinguisher. The event system works well in your game, by creating random fires every so often, which is a mechanic that fits well with the theme of your game. It might be cool to have like a portable oxygen tank spawn in a room every so often, as a way to restore some oxygen.

3. How did you feel about the fire/extinguisher? Were the fires a good enough distraction to keep you on your toes?

The fires were a good distraction, however they did not always feel fair, which was mainly due to the controls. I think if there was a reminder on the UI of what keys were what, this may help out with the fumbling and confusion when I'm trying to grab the oxygen tank. Something else that could possibly help with identification of interactables is to possibly create a highlight around the interactable when the player hovers over it.

4. What did you think of the pace/length of the game?

I think that the game feels a bit short and limited, but I will admit, I was not able to successfully solve all the puzzles. I was able to get to the launch area however relatively quickly, which made the replayability of the game suffer a bit. The length of the puzzle rooms seems fitting, but the tempo of the gameplay feels a bit monotonous, where it seems like every room is of a similar difficulty and time pressure. 

5. What did you think of the level design? Was it easy to keep track of the rooms given the constraint on the door charges?

Yes, it was easy to keep track of the rooms, even with the constraint on the door charges. I think that the level has a lot of potential, and I think that each room itself is designed well, with clues and a puzzle solving station. I think that it might be advantageous to create a prefab of a room that randomly generates different puzzles, so that the game would be a bit more replayable.

6. What did you like about the game?

I think that the idea of being in a spaceship that's hurtling towards the sun is a great concept, and I think it's a good way to put simulated pressure on the player. The stakes of having to save my character from a tragic death in space is a fun theme. I also like that I have to keep an eye out for fires while I'm working on the puzzles, because the multitasking and need for situational awareness bolsters the energy of the game a bit.

7. What did you dislike about the game?

I think the part about the game that I disliked the most was that I didn't get to see outside of the ship at all. I think there is a lot of opportunity to play around with scene design, effects, and artwork, to make it feel and look like the spaceship is flying into danger. The fires simulate it to an extent, but if I'm in space, I reallllllly want to be able to look outside and watch myself hurtle towards the sun. In general, I think the mise en scene could be more more convincing of being in space and in a spaceship.

8. What could be improved or added to enhance the overall gameplay?

I think that having alternate paths to victory would be helpful, for people who get stuck on puzzles, like myself. I'm wondering if there's another way that a player could get through the doors, such as though something like a minigame. I think it would be beneficial to find ways to establish a replayable core game loop, where puzzles and rooms could be randomly generated (to an extent, even if answers are drawn from a list), so that the game will not necessarily lose its novelty after completing it.

9. What did you think of the overall feel/ambience of the game? Did the sounds and art mesh well? 

I think that the feel of the game is progressing well! You all have made a lot of additions in terms of sound and art, that the game now feels like its own unique work. I thought that the intercom voice was stellar! I think this was a great way to establish the scene, provide the player with instructions, and build the scene. The notes were really cool, and definitely gave a more unique feel to the game. I am still bummed that I didn't get to see outside into space, and I feel that including that would do a ton for establishing the mise en scene, as well as creating additional psychological pressure on the player. 

Great job on your second playtest, I look forward to playing your final release!

What are things that you wished you could do/wanted to do but couldn't or was unable to? 

I was actually unable to complete the level, because I couldn't figure out which pole I was supposed to roll something onto or how to do so. I wish that I could've completed it, because I like the story elements you're building into the game. I think this is one of the only games in this submission with a linear storyline, so I'm excited to see where that goes. I think that it could be a strong point of the game, because I do have a curiosity about what kind of heavenly or hellish memories a god could have, and I want to learn more about your take on it!

What would you add to the game to make it more fun or interactive?

I think that searching for puzzle pieces gets a bit exhausting after awhile, and so I think it would be cool to maybe have additional obstacles, or enemies, that the player has to deal with as well. I think adding in constraints such as maybe a time limit, waves of enemies, or a set amount of health could be ways to make the gameplay feel a bit more dynamic and mechanically enthralling. I think being able to have enemies to either avoid or fight would make the game feel more exciting, and it would be cool to see ways in which the god's memories come into conflict with him.

 Do you feel that there were enough elements to the game that keeps it interesting? 

I think that the game is in a very early stage, and so at this point I think there is enough in the game to get me excited about the lore and future development of it. I think that the idea of exploring a god's memories is fun and unique, and I think this has the ability to captivate players into continuing through the storyline. I hope that the future level development is crafted from the story itself, even letting it guide the future gameplay mechanics, ie. what does a god encounter in their memories, how do they fight it, etc... In short, the lore is fascinating and I'd like more of it!

Was the camera working fine for you? Is the sensitivity too low or too high?

The camera I thought worked very well, it didn't make me dizzy or disoriented. I think that it handled well with the character movement, not too slow or too fast.

Is there anything in the playtest that made you frustrated?

The ability to punch was a bit frustrating for a couple of reasons, one being that the punch did not feel satisfying through its animated representation, and the second being that I'm not used to using "E" as a button to punch. I think that having the punch button as Mouse Button 1 may be a bit more intuitive, as long as that button isn't going to be used for anything else. I was a bit frustrated that I couldn't complete the level, and I feel that this may have been because the instructions for which pole and how to get something onto it were a bit vague.

What would you add if you were working on this game?

I would develop the story out before beginning the rest of the level design. I would get a fleshed out idea of the narrative story arc that needs to be achieved by the completion of the game at the end of the semester, and then build mechanics and the 3D level from that. In this way, I think it may feel like the game would more organically evolve from the story itself, instead of them growing independently of one another. I would get to the core of what a god would be struggling with in his memories, and then I would figure out a gameplay mechanic that would abstract that conflict, ie. things like fighting demons, rescuing people, or smiting. As for the level itself, it would grow out of the needs of the story itself, rather than being a generic level that the story is dropped into. These are just food for thought, not neccessarily something that is essential, but I think it may yield some fun results in terms of growing the game out of the story. I think that your project is coming along great, and I think it's a very unique idea. I look forward to playing more of your game as it's developed further!

1. How does the monster feel? Is it frustrating? Harmless? Suggestions for improvement?

The monster was a bit difficult to understand, and it didn't seem to move through the level in a methodical way. I think that it was pretty easy to understand how to avoid it, but it was difficult to actually do so, because the ship controls were a bit difficult to operate. 

2. How easy is it to figure out the controls for your ship?  Was anything unclear? Are any of the controls frustrating to use?

I think that the controls were pretty difficult to figure out, as well as how to operate the ship. It took me quite awhile to find the instruction manual, and then a bit longer to understand that that's what I need to read to understand how to play. The controls felt a bit exhausting, and I didn't like having to switch back and forth between the controls and the map to steer the ship (if this was supposed to be how it's done). 

3. Does the ship feel like it needs anything? Features? Layout changes?

I think that the game may be easier to play and more enjoyable if there wasn't a need to steer then look, and repeat that cycle. The style of having a control room I think is great, especially in the FNAF layout it seems to have. Looking through cameras I think may be more immersive than having to steer the ship on the minimap. I like the coziness of the control room though, but I'd still like to be able to go out and explore the ship on foot a bit, see the monster for myself.

4. Does the game feel balanced? Does it feel too simple or too difficult?

The game feels balanced, but just a bit difficult to play at the moment due to the controls. I had a lot of difficulty going back and forth between screens, which made me feel like I couldn't focus on other gameplay aspects that I would've liked to, such as running away frorm the monster. The game was a bit difficult to initially learn as well, and I feel that if there were a few more hints as to what to click or how the game is supposed to flow then the difficulty would be a bit easier, in that aspect.

5. How does the ship speed feel?

The ship speed feels adequate for the stop-and-go type of movement in the game, as I don't think that it would matter too much how fast I can go because my ability to navigate is limited to how fast I can turn the ship. I think that if I could see the ship as I was controlling it, then I may be able to control the ship with more speed. 

6. Do you feel to you all the areas without too much issues?

I don't feel like I was able to navigate very well through the game level, not necessarily because there was a threat looming, but more because I was the actual threat to my ships survival, crashing many, many times. It got frustrating having to reset the controls each time, and I do wish that it was a bit more forgiving in this aspect, like maybe just damaging a component of the ship on impact instead of disabling it.

7. Do you feel like you have enough oxygen?

I actually couldn't understand what the use of the oxygen was. The only thing that I found it was used for was as a countdown until death if I accidentally hit the red button...which I did entirely too many times. I think this was actually a good thing, it's fun having a "big red button that you don't press", because then the gameplay becomes not only what you need to do, but what you are not able to do.

8. Misc: What did you think? Any room for improvement? What was your favorite part? Least favorite part?

My favorite part has been the artwork, I think that it's both unique and fitting. I get a Fallout vibe from the style, which works well with the "doomsday" type of narrative.  I think you guys are off to a great start, I really like the idea of being in a cozy spaceship control room with a big monster just on the other side of the door. I think having a 3D representation of the monster via character model would be spectacular and very scary. This is a great start to your team's project, and I can't wait to play the game as it's developed further!

Your instructions on how to play the game were clear, and it was helpful that you provided the controls both in the itch.io document, as well as including it as part of the GUI in the game. I like that I don't have to tab back and forth between the itch.io page and the game just to be able to figure out the controls. I was confused for quite a bit about why I couldn't go over the moving walkway of fishes to the left, and I thought it was just an unfinished part of the game until I realized those are the puffer fish and swordfish that I need to catch. I think a pop-up  when approaching it for the first time could be helpful, although I feel I still bear some responsibility for wandering around the level for 5-minutes before figuring this out. 

I found the fishing to be reely fun, I think it's a cool and satisfying mechanic to push the bobble out and then drop it, almost like a claw game in an arcade. It's not realistic in comparison to the real-world casting and reeling, but I feel like I enjoy it more this way. I don't care too much for fishing in games either, so this was a pleasant reprieve from what I was expecting to be similar to fishing in Stardew Valley or World of Warcraft. It wasn't tedious or grindy to catch fish, and that is wonderful to me.

On the visual side, I'm not sure if it was just me, but I ended up a bit motion sick by the way the game screen oscillates side-to-side heavily when running or jumping against a wall. The run speed feels like it may be a bit fast, and it causes a similar dizzying effect as before, but in this case it's from running past the brick textures very quickly. The transition from dying to respawn was also very snappy and disorienting, and I think it wouldn't feel as dizzying if there was an animation or fade to black after each death, just to slow things down so the mind can catch up with the information on screen. The character is a bit difficult to control as well, and I was (admittedly) not able to complete the game level by collecting all of the pearls. One spot that gave me a lot of trouble in particular was the large spike pit all the way to the right, which is a good challenge, but it just doesn't feel beatable with how I seem to die to the spikes even when I have a stonefish down.

Thank you for sharing your game, the concept is really cool and the gameplay was enjoyable. I look forward to playing your final version!

The art direction for your game is fitting for a game about vampires and undead, especially with the dark tones and bright red blood packs. I got a Dark Souls vibe from the armored enemies, which looks really cool, and I think it would be neat if they were more dynamic and had more movements and/or attacks. The soundtrack to the game is very pleasant, I hardly noticed I had left the game running in the background for 10-minutes, and I was just subconsciously jamming out. The game loop is very satisfying, and the levels last for a good amount of time for the fast-paced gameplay that comprises the game, and it also gave me a perpetual sense of achievement every 5-10 seconds. I noticed that I speed up how fast I press the keyboard to move my character after getting to a new level, as if I feel my character is more powerful from having defeated previous levels. It's a bit like an adrenaline rush. The game also lends pressure to the player when they're playing, because I didn't want to lose after being on a streak for a long time.

I think that the bat transformation is a neat mechanic that makes the gameplay more dynamic, in that it gives you additional ways to avoid obstacles. I could not figure out whether or not there was a penalty for going into bat mode, but it did feel a bit overpowered because there was no perceived consequences for it. The textures for the tree obstacles were a bit difficult to see because they blended into the terrain since they were a very similar green. I also don't quite understand how the blood meter functions, and how it might relate to exiting the level. I'm pressed to figure out if there is a consequence for exiting the level without first collecting all of the blood, because it seemed like my blood meter would jump around sporadically after the end of a level regardless. I actually am curious what a longer level may look like as well, maybe even with more complex puzzles and a slower horde.

Thank you for sharing your game, it was fun to play and I look forward to playing your final version!