Postmortem


What Went Well:

I think that the things that went well included the different abilities of each character. As a team, we discussed what abilities we wanted for each character and discussed why type of interaction we wanted from each character. With the inclusion of the theme of water scarcity and water pollution, we decided to create the abilities of these characters to not deal damage but instead have it stun other characters and using abilities to steal water from others. I think that these abilities portrayed the character well as there is a theme with each one. I think the stage that was well done was the polluted arena as it was very clear to see what was happening to the environment and it was easy to understand what players had to do. Immediately entering into the game players found that their own water pools were slowly decreasing, which conveyed that their objective was to obtain water whether it is from the main pool in the center or by stealing from others. I think the interaction of taking and using abilities to take from other players was what made this game fun to play. 

What Didn't Go Well:

What didn't go well includes not having as much visual or tactile feedback to notify the player that something is wrong. There could have been a death special effect, the controller could vibrate whenever the player is losing health and the character's themselves could have a visual flicker effect that would tell the player that their health was decreasing. I also think the player selection screen is difficult to see and select making it a barrier to the actual stage. Visually in the player select screen, there should have been something to tell players what type of character they were choosing other then a small box overlay. There could have been short animations of the character's abilities that would tell players about what type of character they were choosing. Another thing that was an issue was the colliders in the game. This was especially relevant and more noticeable in the water and drought stages of the game, as players would often get stuck on or between the sides of the collider. 

Next Steps:

For the next step, we would definitely give and provide better visual and tactile feedback for the players and we would fix the collider issue and create a more dynamic play within the stages. I think for the next steps we could also push this game to become more about water scarcity and water pollution. As it is right now, I think we only skimmed the surface and tried to make the game more fun than strategic or educational. I think it would be interesting to have the theme of water scarcity along with the idea of strategic management of water, making the game more about strategy instead of battling. 

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