A few weeks ago, I released a prototype game called Escape the Octagon for the 2015 Unreal Megajam.
The game is a first person puzzle game (and, in an unpopular feature, mouse flicking game) that focused on the manipulation of cubes and spheres to open a series of doors leading to escape.
While I am proud of the game for what it is and the time frame in which it was produced, moving forward with it has proven to be another challenge entirely.
I’ve spent the past two weeks reviewing the game and seeing what worked and what did not work, based on the feedback I’ve received from people who have been nice enough to talk to me after playing the game. I’ve broken this process out into three basic parts and the following questions:
- Concept: What is the general concept of the prototype? Did the prototype succeed in achieving this concept? What elements succeeded, and what elements failed?
- Design: What do the answers to the Concept questions mean for the design of the game? How must the design of the game change to improve?
- Scope: What do the new design requirements mean for the scope? How can we reduce the scope? How to increase development throughput to meet the new scope?