Assignment 3 Postmortem
Now that the whole project is complete, Iâve been reflecting on it, especially how it could be improved.
From the results of the playtest, the playtesters seemed to like the visual style, but I think thereâs still room for improvement. The scenes could definitely use some environmental details like fluttering petals animation or more varied platform elements, and also decorative items in the background. These could make the scenes look richer. Improving character animations, such as making enemy movement or interactions like pulling levers could make the world more lively.
Though from the surveys the playtesters are generous and give our mechanics and puzzles generally high score, the complexity of the game was still one major problem. Itâs simply too easy to be fun, even I felt that way. It was a bit frustrating to be honest, but then again I had some time to dwell on it and came up with some big plans for it. First, expanding the sizes of the maps may allow for more interconnected puzzles. Then we could work on the platformer aspect of this game, like introducing moving platforms, more varied enemy behaviors, timed switches that require the players to act fast, and things that could hurt the Shadow, such as light, perhaps? Because the playtesters have commented that it felt like they could just use the Shadow throughout to complete some levels. There isnât enough incentive to switch back to the player. This could also be improved by some dual-character puzzles that would put both characters to work and operate two levers, etc. I also brainstormed some new level mechanics for future development, including gravity-inversion levels and levels that separate the Shadow and the player into two perspectives. I also feel like I should probably integrate the story into these levels, since currently thereâs not much story in this game. I also thought of adding collectables, such as hidden mementos that contain fragments of the story, and obtaining all of them could unlock a secret ending. These changes could potentially strengthen the relationship between story and gameplay, improve player engagement and make the game more challenging and fun, though further testing is definitely required.
Aside from these, there are also a few necessary quality-of-life improvements, such as adding sound feedback for character death, making shadow portals two-way, creating a level selection menu and so on.
Overall, this project provided me with many valuable insights with game design and game development. Despite the challenges, building this game with my team has been an incredibly rewarding and inspiring experience. Iâd say we collaborated well and it was an enjoyable project. Given the chance, I would like to keep working on it in the future since I personally like it a lot.
To conclude, this has been a fun unit that taught me a lot of things. It gave me some really helpful hands-on experience about developing games, working on a project with a team and playtesting. Thank you for reading my blogs!


















