Dec 12, 2023 ~ Future Decisions
Thank you for the generous support. We value feedback from our players and are dedicated to continuously improving the experience with new updates and bug fixes. From the feedback we have received, our team has chosen to move forward with the following decisions:
- Improvement to the Title Screen
- More comfortable movement in accordance with the camera’s point of view
- Labeled locations to indicate which choices are available
- Revamping the design of the Title Screen to be more user friendly
- Gameplay Functionality
- Improving tedious movement by increasing ground friction and gravity
- Adjusting default camera sensitivity for all versions of the game
- Adding new sensitivity slider in Options
- Linear Structure
- Adding checkpoints to each floor
- Timer lasts until the end of the game rather than for each floor
- Liminal Aesthetics
- Floors will take inspiration from liminal structures to form the uncanny experience our fans love from our game.
After careful consideration, we have decided to maintain the monochromatic theme for level four. Additionally, we’ve opted for checkpoints instead of a level select screen to better complement the overall design of the gameplay.
Thank you all for your wonderful feedback and please look forward to future updates on our game. Please see the following feedback we’ve received from our fans below:
Playtesting Notes
Playtest #1 - Miles Anderson
- Camera sensitivity seems to change based on character size.
- Seems to fluctuate from the office parkour puzzle versus lava floor puzzle
- More consistency in camera mouse sensitivity, can adapt to the game more quickly, seems to feel like you need to build a new habit but then after a few tries, it becomes second nature.
- Highlight keys should have a brighter color to make it easier to identify.
- Make it red or blue instead of gray. Make the keynotes for the player should be bolder in color. Something that stands out from the monochromatic color scheme.
- Likes the liminal office building aesthetic
- Reminded of LSD Dream Emulator and the similarities that our game has.
- Respawn points for floors
Playtest #2 - Stephen Sun
- Player fell off the edge in sub-one minute, no invisible walls in the menu map
- First floor office movement was very slippery and fast
- Movement in general is also a bit fast feeling and finicky (ground didn’t feel like it had friction)
- Floaty movement can be a bit tedious in parkour or platforming stages of the game
- Very sensitive mouse movement (felt unnatural and difficult to get used to, could also be a player issue rather than the game)
- Suggested a mouse sensitivity option in the settings menu
- Thought the minigames overall were fun, just tedious when you mess up as you have to start all over from the beginning of the game
- Maybe put a level select once you clear a level
- Developer observations:
- Menu navigation was very confusing (the player would move diagonally instead of relative to the camera’s facing direction, buildings and directions were not labeled so trying to find out where to go was difficult)
- Physics-related issues (collision, velocity, etc.)
- Puzzle room took a while to understand for the player (may be just a player issue not the game’s issue)
Files
Get Troika Incorporated
Troika Incorporated
A surreal sandbox where you are just trying to make it to work on time, but the elevator is busted.
Status | In development |
Authors | Michael Quinn, Brannon Eakles, Sopro7727 |
Tags | 3D, Liminal space, Sandbox, Singleplayer, Surreal, Walking simulator |
More posts
- Dec 9th, 2023 ~ PostmortemDec 09, 2023
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