Testing and Tweaking

Hey I’m David, one of the new interns at SeeThrough Studios and it’s the end of our first week in this run. My main role has been programming and tweaking the main mechanics of the game, making the movement of the player feel more natural and exciting. It’s also my first time using both Unity and Git, so I’m still getting used to both, but I seem to be doing mostly fine.

We had our first playtest last night and it seemed to go pretty well. I’ve been spending pretty much the whole day fixing the game based on their feedback, and the controls feel much better than they did in Fallen Angle.

One of the main goals of testing is to hypothesize about something in particular that you aren’t happy with,  but you can’t put your finger on it. After working on something for a certain amount of time, its flaws become less clear, so it’s important to bring in new people to test the game constantly and listen to their feedback. Testing early and often is one of the best indicators on whether you are on the right track in your decision-making.

One of the main problems people were finding in Fallen Angle was that if you collide head on with another triangle, someone would be instantly gibbed. It seemed pretty random and unclear as to what was happening. To counter this, I’ve added a check that will cause you to bounce off an object if both your angle and theirs is too close to the point of collision. This feels much more natural, and ensures that you won’t be punished for being unlucky.

Another problem we faced concerned our new dash mechanic. People were using it all the time because the base movement speed was far too slow, and dashing wasn’t fun because you could constantly mash space to keep sprinting. I added a slight cooldown+slowdown on the dash, so after you dash you will slow down for a split second, and will be slowed down until you dash again. The duration is small, but it helps lend some gravity to the speed of the dash.

Another interesting discovery arose through our internal testing. Dashing felt really slow even though it was around 1.3x faster than walking, and the easiest way to make sprinting feel good was by slowing the walk, which led back to people dashing everywhere (see above). Paul Sztajer suggested unlocking the camera and having it slightly follow the character, making sprinting feel much faster, even though it was actually exactly the same speed.

It’s been a very productive week and I’ll post more changes as they come up.


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