After showing some people what I ended up doing, most said that they really enjoy the idea of it and like the concept. I did ask 5 people a few questions and their answers are below.
Could you rate everything I did out of 10?
2 said 10, 1 said 7.5 and 2 people said 6. Not sure why they are so high.
If this was fully realised and published on a gaming platform such as Steam for £4.99, how likely is it that you'd purchase it?
Every person said yes but 2 added that they would check the reviews or watch someone else play it first.
Do you feel like there was something missing?
The respondents all answered with some additional features that could've be added such as more abilities or weapons.
Overall, I'm happy with the feedback I've been given and I think it will prove to be useful for the foreseeable future.
In my opinion, I’d consider the work I’ve done to be adequate to pass. But am I happy with it? I’m not entirely sure, in all honesty. I could have done much more if I tried properly; however, it doesn’t feel like I never truly focused on it which makes the whole thing feel a bit all over the place at times. What I mean by that is that some parts of the game had much more thought put into them than other parts which could’ve greatly benefited if I had polished them.
Something I noticed though is that cutting corners in areas has unintentionally made me follow the simplistic art style more closely.
(114 words)
While making the audio, I mostly used sounds from Freesound and then proceeded to edit them in Audacity. Throughout this, I started to realise I wanted the audio to have a darker undertone than I originally intended. It was going to be a game which wasn’t going to take itself seriously at all but I realised that it felt jarring especially because the visuals are quite unnerving. So, it only makes sense for the audio to also invoke a similar emotion.
(81 words)
The two sort of main areas I focused on were, the pre-production and some parts of the production.
For the pre-production, the GDD is absolutely stuffed with various information about the game which is basically expected in any project I make at this point. There are other documents such as an LDD and audio related things, but the GDD is most certainly the part which completely dominates all of those.
The production phase’s time was mostly taken up by me making assets in blender and audio editing in audacity. I will admit, I might have allocated too much time to these two things but I think it was worth it because pretty much all the weapons along with the characters are exactly how I wanted them.
(126 words)
I’d say that it does match my initial idea rather closely but there are some differences such as the audio which I addressed partly in question 2. The visuals along with the synopsis is virtually the same as I originally planned which take inspiration from SUPERHOT and Trepang 2 respectfully. Both are easy to not stray away from as they are simple to understand and insert into my game.
(69 words)
Since starting development, I have attempted to stop myself from making up too many ideas for the game because I know it would overload the work process and it would just lead to a whole lot of nothing in the end. This might sound a bit contradictory because it's good to be ambitious, but not when all you’re doing is dreaming instead of acting upon it.
(66 words)
This is something I struggle with profoundly. I do sort of take time for granted, which often leads me to starting things when I’m already too late. It’s a problem I still have to solve but I have no idea how. Although, a good thing is that I do end up doing a lot of work if I am in fact under pressure. And I do usually manage my time well near the beginning of a project but it quickly falls off after a week or so.
(87 words)
In my opinion, yes it does appeal rather well to the target audience, which was mainly men aged 16 and above. The game is very weapon focused with the main aspects being fighting but the violence is not too grim obviously. There are also puzzle elements implemented in certain points throughout the game, which might attract a slightly wider audience.
(60 words)
While the peer feedback section is rather lacking in detail, I was not exactly able to get much information from the people who answered. This was primarily due to the fact that this was conducted rather spontaneously and in a highly chaotic environment (discord call with a lot going on).
For future reference, I will definitely have to do this in a more controlled and calm place where there aren't any other stimuli that can distract the people answering.
(79 words)
I’d say that my skills in Blender have improved rather dramatically, learning more shortcuts, features and functions inside the application along with just being able to model things better.
I have also gotten more competent in using Unreal Engine, along with the blueprints inside it. I’m no expert but it's better than before where I had no idea where everything was. Game engines are generally rather difficult to wrap my head around so I suppose I am happy that I know a bit more about them than I did before starting.
(91 words)
There are a lot of things I could improve on to say the least. More production, more pre-production and a little more research would’ve been nice. But I mostly would have wanted more production out of all of those, specifically more time into the technical aspects of the game because I really wanted more than I did. I actually love the idea of this game in general so I think I will continue to work on it as more of a passion project and it would allow me to improve at making any future games.
(95 words)
Total word count for evaluation = 868