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Sik_the_hedgehog

Results from an improvised playtesting session

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Having non-gamer play your game are always so worthwile. They can point out the things you would never think about because : "Well, isn't that obvious?"

Even if this may be a little off-subject, I'm posting a video about the design of the first level of super mario. Which is really well designed and also without a tutorial, relying only on the level design to teach player how to play.

https://www.youtube.com/watch?v=ZH2wGpEZVgE

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at the beginning she didn't even dare to move left (!?)

 

Even if this may be a little off-subject, I'm posting a video about the design of the first level of super mario. Which is really well designed and also without a tutorial, relying only on the level design to teach player how to play.

 

I just read an article that talked about moving left to right in games, and it had that same Super Mario 1-1 video linked in it. 

http://www.geek.com/games/video-games-scroll-left-to-right-because-it-makes-more-sense-to-our-brains-1618255/

 

 

Sounds like a good play session. It's great seeing a kid having such a fun time with your own game. The first time I mentioned making a game to my friends kid, he just dismissed it and went on with his minecraft or whatever. I don't think he really heard what we were saying, cause later that day (or was it a different day?) he was really excited to play it.

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Didn't want to move left, as in never hit the move left key, or never tried to scroll the character leftwards very far, to go back screens?

 

Literally refused to press the run left key (and it's not that she didn't know either, given it's the left arrow key and she had been running right for a while...).

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Didn't want to move left, as in never hit the move left key, or never tried to scroll the character leftwards very far, to go back screens?

 

Literally refused to press the run left key (and it's not that she didn't know either, given it's the left arrow key and she had been running right for a while...).

 

 

Huh, that's crazy to me, but I guess Runner games are big these days, and probably exerting an influence.  You could add an L shape somewhere above the player, with a powerup inside the L, forcing the player to jump left to get up inside the L and grab the powerup.  Basically teaching them they could and should turn left occasionally =)

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Huh, that's crazy to me, but I guess Runner games are big these days, and probably exerting an influence.  You could add an L shape somewhere above the player, with a powerup inside the L, forcing the player to jump left to get up inside the L and grab the powerup.  Basically teaching them they could and should turn left occasionally =)

Maybe a 1-UP to the left right at the start of the first level? Before any idea of only running to the right can settle in. Plus, encouraging jumping/running to the left with things like that L in your level designs. smile.png

Edited by Nyaanyaa

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1-ups wouldn't fit in Sol though because it has infinite lives =P (incidentally, this created another pattern where if you reach a checkpoint with just one heart left, it's better to lose immediately so your health refills - this nukes your score for the level, though)

 

Also the girl by this point has taken over the computer to play Sol so many times I stopped keeping track of it. Also the average session seems to be around one hour, if anybody cares.

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Also the girl by this point has taken over the computer to play Sol so many times I stopped keeping track of it. Also the average session seems to be around one hour, if anybody cares.

What would happen if you charged a nominal fee for 1 hour of play? rolleyes.gif

 

Sol looks good!!!

Do you have a Windows release date ETA?

Is it going to be commercial or free?

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Do you have a Windows release date ETA?

As soon as I sort out some legal stuff (and get the installer going - I have one but it's kind of barebones, e.g. no custom images).

 


Is it going to be commercial or free?

Commercial, but source code will be available to everybody who gets the game.

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