Design Process


Before creating this sequel, we playtested the game and noted down some comments and feedbacks in which we took into consideration for implenmenting and building on the original game. These are some of the notes from that playtest:

  • It is hard to aim at the collectibles.
  • The background is distracting because the color is too similar to the player. The can be thinner lines on the background.
  • The collectibles should give more points because there are so hard to get.
  • Time-based score: the score can increase according to how long the player can last in the game.
  • There should be some kind of shield/powerups that the player can collect.
  • The arrow showing  thedirection can be bigger.
  • Maybe the player can hide behind the bars.
  • The light should spawn first before the saw so the player have time to react.
  • There’s a gap in the wall collider and the player can get out of the top-left corner.
  • Turn the speed of everything down.
  • Minimap.
  • The game can have a leaderboard.
  • Everything is too randomized.

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