Week 8 kept the team busy building the first version of our game. This week we met our client’s consultant Amanda Zwarenstein the Director of Product at Motor Neuroprosthesis and wanted to take this opportunity to get her feedback on all the mechanics we had planned.
Main takeaways from the meeting:
- Make a game with very little setup. Frustrations can be amplifed due to long setup times.
- Design the game as you would design for any other able player
- Increase those dopamine responses. Give them as much feedback as possible
We continued the week building a level that included most of our game mechanics- gazing on to chase the enemy, flinging the asteroids, and shooting missiles in a minigame.
Some Feedback we had gotten about the level:
- The level was too complex and had too much going on
- The hearts to game over was a very hard and unforgiving mechanic
As a result, there was a collective decision that next week would prioritize diluting the game down and introducing each new game mechanic a level at a time. In addition, we decided to change the penalty to slowing down rather than losing lives.