Postmortem
Final Playtest
Yesterday, thursday, was our final playtest. We presented our released version to the testers. We all worked our butts off the day before and the morning before the testing. Making sure there weren’t any bugs or overall fixes that needed to be done. It was a stressful period but I’d say we pulled through, much thanks to our coders that put in so much energy and effort to this project. The testers generally liked our final product. It was feeling of relief when everything was said and done after the days testing. Looking at the survey we got a lot of praises and that always feels good.
The End Result
Everything we had in our backlog we managed to implement in the game. We had a in-game ‘tutorial’, two normal levels, two repair phases and a final boss level. The Behemoth (the player), had a laser cannon with two different shots, light and heavy. Four protective shields that would deflect incoming shots or crashing drones. A shockwave, which is the power-up, blasts the enitre screen and obliviate all visible enemies.
The three types of enemies were introduced one at the time during gameplay. The weakest first, the drone, then the shooter and last the spawner. All the enemies had different styles in terms of size and features. The drone, the smallest, would move in a slalom pattern and try to crash into the player. The shooter, comes in at a medium distance from the player and shoot projectiles. The spawner, comes in and spawn multiple drones from its ship. It has more life than the average enemy and the player had to take it out as soon as possible in order to not to be overwhelmed by enemies.
The repair phases did its job aswell. After you complete a normal level you get the chance to restore some health. The player enters a number of key inputs that are shown at the screen and the health restores. Whenever it is successful the next level begins.
I think the levels rose in difficulty in a good way. The only thing I would have changed is the first minute of gameplay. The enemies spawned too slow and to some players it was at the brink of tedious. After the first drones I would have increased the number of enemies spawned much earlier than I did.
We did manage to finish a game. We covered all the levels, the different menus, win and lose condition, music, sound effects. Everything was there.
Image: Screenshot from the start screen.
What have I learned
Looking back what I have learned from all this it is a whole lot. The one thing that is major is the communication to the player. You have to be absolutely clear what you are telling the player. Everything from how the controls work to a feedback from a sound effect. Everything has to be right and precise. As a designer you can never be too overbearing in teaching the player the game, at least not from what I have learned from this project.
I was head of level design and it was a fun experience. I really tried to put myself in a first-time-player’s shoes and build the levels progressively harder and at the same time learning the player all the different aspects of the game. What I am most proud in this was the boss level, or as many people called it, “the night level”. I worked closely with our lead coder and I send him images I made in Photoshop to display how I wanted the different formations of enemies to spawn. This made it look really exciting and it was to many, aesthetically pleasing to play. The last section of the boss level were the “shield level”. This was something I came up with to alter our gameplay and really test the player. The cannon malfunctions and fast-moving Drones attacking your Behemoth. The player has to activate the shields in a fast-paced manner to destroy the small annoying enemy ships. This made the game very challenging and it was a high peak for sure.
I also learned to stand up for myself, probably that is the most important lesson here. That my opinion and my ideas really matter to our group. That I have a certain set of skills that I can apply to our product. I have to pitch it and really sell it to our group. The more time I spend with the group the more, in my mind, they come to the conclusion that I had more experience and knowledge about design cause of my minor. That felt good.
All in all
This was a great experience and something that I’m proud of. My very first real game. I’m humbled and I couldn’t have done it without my very competent group. I look forward to new challenges and to learn more about design and everything that comes with it.
Game Designer
Joakim Malmström