Final Devlog Documentation


Differences between Game Concept and Final Game

Hello, fellow game enthusiasts! Today, I want to discuss the differences between the initial game concept and the final version of my game, Falling Stars. As game development progresses, ideas evolve, and certain changes are made to improve the gameplay experience and enhance overall enjoyment. Let's delve into the alterations we've made!

Stars Don't Fall Anymore, They Got Stolen: 

In the initial concept, stars fell to Earth, and Luna, our protagonist, had to collect and bring them back home. However, I decided to spice things up a bit in the final game. Instead of falling, the stars have been stolen by Soleil, a former friend of Luna who harbors jealousy. This change adds a new layer of intrigue and provides a fresh motivation for Luna's journey.

Shift in Stardust Collection: 

Originally, the collection of stardust was the main goal of the game. However, in the final version, I made stardust collection optional. I wanted the game to be more accessible and enjoyable, so players can now focus on exploring and experiencing the game world rather than feeling pressured to collect specific amounts of stardust. This change promotes freedom and allows players to engage with the game at their own pace.

Character Design Adjustments: 

Luna's character design underwent a few changes from the concept art. To enhance gameplay mechanics and visual appeal, I scaled Luna down and made her look cuter. Her facial expressions are now more visible, and her hitbox feels more compact. Additionally, I changed the color of her hair from a range of blue and rose to a bright white. This modification ensures better visibility against the dark background, allowing players to easily spot Luna during gameplay.


Gameplay Adjustments: 

The gameplay underwent some changes to provide a smoother and more engaging experience. Although Luna still cannot jump, I introduced an upward bounce movement alongside falling. This alteration maintains the feeling of descending while adding an additional dynamic to gameplay. The upward bounce is faster to ensure players still feel like they're going down rather than up.

Clouds and New Elements: 

The clouds, which played a crucial role in the original concept, remain an integral part of the final game. The different types of clouds, such as:

  •  blue (solid), 
  • orange (bouncy), 
  • purple (upward draft), 
  • and yellow (vanishing), 

still serve their respective functions. However, I added platform features to the clouds, which were not initially intended. Additionally, I included black holes, spikes, and a satellite to further diversify the gameplay experience.


Game Structure and Ending: 

The game structure remained largely unchanged. I still have an introductory phase that acquaints players with the background story, followed by the actual gameplay with various levels. As players progress, they can unlock new mechanics and tools to facilitate navigation. However, I did not include an ending scene as planned. Instead, players can see the number of stars and stardust collected, allowing them to gauge their overall progress.

Target Audience: 

Despite the changes, I believe the target audience for Falling Stars remains the same. The game still caters to individuals who enjoy platformers and atmospheric adventures. I wanted to create an accessible and enjoyable experience for players of all ages and skill levels, and I am convinced these alterations support that vision.

And there you have it! The key differences between the game concept and the final version of Falling Stars. 


Summary of the Survey:

The survey was conducted to gather feedback on various aspects of the game Falling Stars. Participants were asked to rate different elements on a scale of 1 to 5, with 5 indicating high satisfaction. The survey aimed to gauge the clarity of the game's goal, the understandability and suitability of the controls, the puzzle design, visual aesthetics, gameplay enjoyment, and overall satisfaction with the game.

The survey results indicate that the overall goal of the game was clear to the participants, receiving an average rating of 4.25. The controls were highly praised, with an average rating of 5 for being easy to understand and a rating of 4.75 for suiting the game. However, participants found the puzzle slightly challenging to understand, with an average rating of 3.5. The difficulty of the puzzle was considered somewhat inappropriate, receiving a rating of 3.

In terms of the game's visual elements, participants thoroughly enjoyed the animations, with an average rating of 5, and appreciated the design of the protagonist, Luna, also receiving a rating of 5. The overall visual aesthetic was well-received, scoring 4.75. Participants found the gameplay enjoyable, with an average rating of 4.25, and agreed that it successfully created a feeling of floating and falling, scoring 5.

The concept of the game was deemed interesting, with a rating of 4.75, and the platformer levels were generally considered to be of appropriate length, scoring 4.25. The game garnered a positive response in terms of its ability to make players want to collect stardust, receiving a rating of 4.25. Overall, participants enjoyed the game, giving it an average rating of 4.5.

Participant Feedback and Improvement Suggestions:

Regarding improvement suggestions and general comments, there were a few responses. One participant mentioned that the puzzle, being a detailed image, made it difficult to determine if they were approaching it correctly or not. Another participant expressed their love for the game. One player felt that in the first puzzle, it was challenging to determine the alignment of the middle cloud.

Conclusion:

The survey results indicate that the game has several strengths, including clear goals, easy-to-understand controls, enjoyable gameplay, and a captivating visual aesthetic. However, there are areas for improvement, particularly regarding puzzle clarity and difficulty. The feedback provided by participants offers valuable insights for enhancing the player experience.

To address the feedback, the development team could consider providing clearer instructions or feedback for puzzles to ensure players can better understand their progress. Additionally, providing visual cues or alignment indicators for puzzles with clouds could help players better assess their positioning.

Overall, the survey indicates a positive reception to the game, with players finding it enjoyable and engaging. By incorporating the feedback received, the development team can work towards refining the game and creating an even more immersive experience for players.


Files

FSF1.1.zip Play in browser
May 26, 2023

Leave a comment

Log in with itch.io to leave a comment.