Dimensions Prototype 7 playtest log

hi. welcome to my ted talk. the game is shit. thanks for coming to my ted talk. jokes aside here are some points

part 1: shitty tutorial

we need a tutorial. i thought movement was broken, in fact, i just forgot to switch to 3d. you can blame that on me, it wasnt obvious for me though and i would add some tutorial visuals for the tutorial levels

part 2: wrong tooltips

i had an issue where i couldnt get through the door just because the tooltip was wrong. it was meant to be r. due to documentation reasons here is video doc of what happened

part 3: spike collisions

this part may be a skill issue and just me complaining but in my opinion the spike collisions are too big (imo it probably is a skill issue but idk). the collision applies even on the non spiky part of the spike model which makes it (imo) very tight jumps. i would get inspired from the geometry dash spike hitbox gd spikes

jokes aside imo make the hitbox just a little smaller to make it less precision platforming and more puzzle (well unless you want it to be puzzle and not precision platforming)

part 4: stolen game idea

in the level called Vikings (and the level after), there's a feature for switching worlds. this feature was so obviously stolen from my game Quanta. i demand atleast 1k euros per download if you keep this feature (jk keep it im ok with it :) )

part 5: questionaire

for documentation reasons im putting my questionare answers here alongside some notes to some

q1: name

Answer: ján pšenák

q2: Have you finished all the levels? if not, why?

Answer: yeah, it was fun

q3: How would you rate graphics of this game

1 2 3 4 5

q4: Which grpahic setting did you use

a: high

b: medium

c: low

q5: How would you improve graphics/aesthetics of the game

Answer: i'd design it a little lighter, felt too dark for me

q6: How would you rate main game mechanic (perspective)?

1 2 3 4 5

here i would want to say smth about it. imo it was good. the only bad thing was the fact that it was underused imo

q7: Was main mechanic fun?

1 2 3 4 5

here i have a couple things to say first of all you asked a yes no question, we got a range to answer on, not yes no, the correct would be "On a scale of 1-5 how fun was the main mechanic" the second thing i will note is it not being gramatically correct. the question should be "Was the main mechanic fun?" in case youd make it a yes/no question

q8: How would you improve main mechanic.

Answer: i wouldnt improve it, i would only use it more

YOU DID THE SAME FUCKING GRAMATICAL ERROR AGAIN. I REPEAT. AGAIN. 2X IN A ROW.

q9: How would you rate secondary mechanics (slow-mo, world switching)

1 2 3 4 5

i said my thoughts on the world switching, and before youre like "b-but it was fitting" i forgive you, i stole hemimeme. for the slow-mo, i havent used it once

q10: Have you used secondary mechanics?

Answer: C: Only when necessary

i only used the world switching and prove me wrong if im wrong but imo the entire second "world" is unpassable without world switching

q11: Were secondary mechanics fun?

1 2 3 4 5

q12: Was movement fun?

1 2 3 4 5

its movement, you cant go wrong with it well it felt a bit weird in some cases but that was probably just me sucking at the game and the spike collisions also the jump was weird, idk why, it was just weird

q14: How would you rate variety of obstacles

1 2 3 4 5

idk it was good

q15: Were obstacles fun?

1 2 3 4 5

idk, it was challenging but the point of obstacles is to be challenging so ig 5

q16: Any ideas for new obstacles?

Answer: nope

q17: How would you rate quality of obstacles

1 2 3 4 5

idk its obstacles you cant go very wrong there

q18: How would you rate level design

1 2 3 4 5

as you will be able to see in my gameplay footage at the bottom, some levels were so confusing i just skipped them. the level design felt very unbalanced.

q19: How would you rate overall UI experience and style

1 2 3 4 5

erm achually its not ui experience its called ux in ui aka user experience in ui, you must use the entire name, theres nothing such as ui experience the ui was good tho

q20: Please specify why you were satisfied/unsatisfied with the ui

Answer: idk it was good

wise words from a web ui/ux designer here ik

q21: What genre should this be?

Answer: C: something else

imo its good in levels such as a level platformer but imo as genre itd be better named as a puzzle platformer

q22: bugs

Answer: the tooltip for how to interact shows e instead of r

you can see im getting tired of writing the whole questions here yeah thats the only bug i found

q23: rate overall style of the game

1 2 3 4 5

q24: miss some featuers/mechanics

Answer: no

q25: was the game fun?

1 2 3 4 5

again, you asked a yes or no question on a range. please šimon make your questions correctly. please. (jk)

q26: how would you rate the whole experience?

1 2 3 4 5

idk it was fun

q27: what influenced your experience the most

Answer: idk what to say here nothing ig

final words

idk it was fun

thanks for coming to my tedtalk

anyways heres the gameplay