Testing Levels with Microphone and not the Space Bar.
All of our external playtesting was conducted using the microphone, which was the intended input method for the final game. However, during internal testing, most of the team tested with the Space Bar to simulate blowing. This led to some balance issues, especially with the Petunia level. Due to time constraints, we finalized the blow sensitivity values for the Petunia mechanic shortly before release and were only able to internally test those changes. A lot of playtesters reported that the Petunia level is a bit too difficult, and they get winded from all the huffing and puffing!
If we were to do it again, we’d ensure internal playtests were done with the microphone.
Pod Meetings and Communication Between Design and Engineering.
Design and engineering had difficulties prototyping gameplay early on due to unclear asks and deliverables. Early in the project, design held weekly meetings to share updates and blockouts, while producers relayed information and requests to engineers. However, this indirect communication created bottlenecks and led to some features being implemented differently than intended.
I implemented this structure as a way to abstract engineering and design work, preventing engineers from doing more work than they should have. However, the lack of context created issues for both engineers and designers.
If we were to do it again, we’d start immediately with level pod meetings. This creates better trust between team members, allowing for designers to clearly show their work, explain what they need an engineer’s help with, and for both engineers and designers to openly brainstorm solutions and negotiate work together.
Additionally, we found a meeting structure that worked extremely well for levels:
Before the meeting, the Designer does their best to implement the level/gameplay gameplay.
In the meeting, Designer walks through the level, in editor, and explains the level flow to an Engineer.
The Designer explains which parts they need help with (e.g. “I was able to get the Wisp to move with the car, but the player needs to manually move the Wisp. The Wisp does not move automatically with it).
The Producer summarizes what needs to be done, assigns tasks, and the Designer and Engineer confirm.
In summary, what worked:
Teaching the main mechanic and player engagement via real-life metaphors to mirror how to engage with unconventional controllers.
Playtesting a lot revealed parts of the design that were working, and extrapolating those learnings drove the success of the rest of the project.
Achieved a heart-felt, emotional ending, by focusing on creating player attachment with the main character.
Looking at the game holistically, not level by level, to create a strong overall arc.
In summary, what could have gone better:
Lack of adherence to the project goals led to slow ramp up time.
Communicate level constraints and scope earlier, especially on levels, to allow more time for polish and consistency between levels.
Test with the alt control/microphone more, even for team internal playtests.
Create meeting structures that allow for context and direct collaboration between design and gameplay engineers.