Dev Log 3 - Production || Zimu Chen


Since the last time the team decided to use free assets, the game art is now doing very well, thanks to the efforts of our art team leader. However, after the second and third tests, we found that the current project problem has shifted to puzzle difficulty. The test and challenge difficulty in the second level seemed a bit beyond expectations, and the arrangement of collectible information also affected players' ability to solve the puzzles. There is a lot of collectible information related to the plot of the game. Some players are addicted to collecting it, resulting in a longer game time, while some players neglect to collect information, resulting in the loss of important clues and the inability to solve the puzzle.

After the last two tests, I think it is best to add some more intuitive guidance to the puzzle, such as the players' own inner words. At the same time, the puzzle difficulty also requires some adjustments to make a better difficulty flow. We will also make some improvements to the UI and other game interfaces in the final polish.

Comments

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Adjusting to different types of players is difficult, especially when they're so drastically different. For players who don't tend to collect each and every detail, it's good to have systems in place that push them towards the right direction in a simple way, though making things simple is ironically harder than it seems. I hope you guys find the right solution to your challenges.

Leads are really important. I've seen many games where the lack of guidance caused players to get lost in the game or even give up on the game. This is a priority in game design. I hope our game can be smooth in this.

It's great to hear that the game art has seen significant improvements with the strategic use of free assets, highlighting the art team leader's impactful role. However, the shift in project challenges towards puzzle difficulty is an interesting development. Balancing puzzle difficulty to ensure it's engaging without being overly frustrating is a key aspect of game design, especially in a puzzle-centric game.

Your insights from player tests regarding the puzzle difficulty and the role of collectible information are particularly valuable. It reveals a lot about player behavior and expectations. Incorporating intuitive guidance, such as the player character's inner thoughts, sounds like a promising approach to assist players without overtly simplifying the puzzles. This method can subtly guide players towards the intended gameplay experience while preserving the satisfaction of solving puzzles.

Adjusting the puzzle difficulty and the flow of challenges to better match player expectations and abilities can indeed enhance the game's accessibility and enjoyment. As you consider these adjustments, how do you plan to balance the needs of different types of players, such as those who enjoy the thrill of difficult puzzles versus those who may get frustrated more easily?

Additionally, your decision to improve the UI and game interfaces as part of the final polish is crucial. A well-designed UI can significantly impact player engagement and understanding of the game mechanics, especially in conveying collectible information relevant to puzzle-solving.

Lastly, have you considered implementing a feedback mechanism or hint system that players can use if they're particularly stuck? This could be an interesting way to address the range of player abilities and preferences, ensuring all players can progress and enjoy the game regardless of their puzzle-solving skill level.

Looking forward to seeing how these adjustments will refine the gameplay experience in your next update!

Hi Zimu!

Glad that you shifted away from using free assets and using your own art! I can't wait to see it! Hopefully, you and your team can balance the puzzle issue that you are facing in time before the showcase.