Checkpoint 6 - Testing


Testing

During the dedicated testing session I had one major piece of feedback to work on from a participant who found a specific part of the third level too difficult to pass despite being able to overcome everything that came before. I felt this was valuable feedback because this participant had little experience with games like Overdrive and was visibly getting better at the game as I watched them play. This is the segment that was presenting a difficulty spike.


I mentioned this problem in the previous devlog and I now have the improved version that can be found in V1.0 of the game:

There are a number of subtle changes:

  • Bottom left spike is shorter and easier to jump over.
  • The wall you encounter shortly after is thicker and easier to stand on while you wait for the circling arc to move out of the way.
  • The circling arc is a thinner quarter circle instead of semi circle. To compensate for this it moves slightly faster.
  • The gem is lowered for added difficulty to balance things out.
  • The curve directly above is thinner to afford more room.
  • The "cable adapter" that splits the curve into three (two in the update) cables is wider so you're less likely to hit your head on a hazard while beneath it and it is easier to land on it when above it.

My aim was to maintain the design and concept of this part of the level and just make it slightly easier.

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