What was your favorite moment or interaction? |
What was the most frustrating moment or interaction? |
What were you doing in the experience? What was your approach to being successful? |
What would you do to make this game better? |
Was there anything you wanted to do but couldn't? |
Any other comments or concerns? |
My favorite puzzle was using the scissor to cut down the T in the
title. I liked this puzzle because it had such a strong moment of clarity. I
saw the T earlier and it briefly crossed my mind that it kind of looked like
a pickaxe, but that didn't make sense to me at the time, so I waved the
thought aside. Then, as I was looking through the panels trying to figure out
what to use the scissor on, I noticed the ropes holding up the T, triggering
my memory of it looking like a pickaxe, and making me think of the wall. This
puzzle was a very strong example of an 'aha' moment. |
I wasn't sure if
there was more I was supposed to do. In your previous iteration, I like that
there was a clearly defined task, "put the dog to sleep" that we
were given. The lack of having any directions now leaves me wondering whether
or not I actually finished everything because there's no indication as to my
progress. I think I still have to unlock the door after breaking the wall,
but I don't know for certain because the puzzle answer is hidden
(understandably) and there's nothing suggesting I have to do more. |
I looked for
objects that could be highlighted and kept a mental note as to whether or not
I used them in a puzzle, yet. If not, I figured there must still be something
more to use it on. I noticed three types of puzzles, direct intended use,
creative intended use, and shape interpretation. The scissors were used as
one would expect to use them, the food was used as food should be used, but
involved a creative approach so as to create an intended side effect, and the
T and the sun both involved looking at the shapes with a different
perspective. When I noticed these puzzle types, I searched for other puzzle
with similar executions. |
I still feel the
VO doesn't currently add anything. I get that the idea is to use it to
enforce that this is an incomplete game and the voice is the creator who
doesn't want you to play, but the game doesn't really feel like an
Underdevelopment type game. It doesn't play to the theme of being unfinished,
either, it goes for a rural whimsical puzzle style. I get you guys have
committed to the sequel of Underdevelopment, but it feel like you've found a
totally new identity (I think that' cool and would love to see if you leaned
into that instead). If you really want VO in this context, though, it should
have some form of practical use. Right now the information we're given
doesn't offer us anything to work with. It does give some context to the
world, but that's not really what we need, especially considering puzzle
games have to be careful about what's included, as unnecessary information
might lead the player on goose chases that just leave them frustrated. |
I wanted to know
my progress to an end goal puzzle so I could tell if I had solved all of the
puzzles or not. |
Nothing additional. Your game has a cool concept, I think it's actually separated
itself from the original Underdevelopment and I'd be really excited to see
you embrace that. |