Player Feedback


During the course of development, I’ve been fortunate enough to have one or two playtest sessions, and these were the main questions that I focused on during these playtests, as I felt the most important aspect of my game was to get my message across.

How many worlds are you going to have?

Initially, I had planned on having seven worlds. However, I had to reduce scope due to time restraints. I think it’s better to work on developing and perfecting a handful of already fleshed out ideas, rather than spend time scrambling to put together multiple worlds that are underdeveloped and half baked. As the old adage goes, quality over quantity.

How jarring are the style changes?

I was afraid of breaking immersion with the style changes- however, I was glad to hear that due to the dreamlike atmosphere of my game, I was allowed to get away with rather extreme stylistic changes. However, one thing that was stressed was the fact that the actual transitions themselves, or the cuts rather, felt very jarring. So, adding scene transitions, such as a fade in, would help a lot with transitioning in and out of different worlds.

What is the main message you’re getting?

I was very interested in what messages that my playtesters were picking up from the game on first play. While it wasn’t as refined in the iteration I showed, players were still picking up ideas of identity formation. However, what they weren’t picking up on was the media aspect of it- so, I decided to further emphasis that with some select scenes and dialogue.

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