Over the past week I was challenged by my tutor to get 20 people to playtest my project so far. The wager was a box of 20 nuggets.
I will not lose for a box of 20 nuggets on the line.
So what has changed in my project after getting 20 different people to play my game? Well, the level has been scrapped for now, and the tone has taken a very dramatic shift. I've implemented an abundance of tutorial prompts, also.
As the playtesting progressed, and more changes were added, a dramatic shift in feedback happened. It changed from the majority saying something along the lines of "I didn't quite understand how to use the spells" to "I want more spells!"
This, however, now presents a new issue. People want more things to do, and although none of the 10 spells are locked, I can't be dumping people who have never played the game with 10 different spells right in front of them to try out. For the sake of pacing, it's just not great. Maybe I should just lock all the spells from the start? But then would there be fun in playing about with different combinations to try and cast a new spell?
I think back to Ocarina of Time/Majora's Mask. In those games, you had a magical Ocarina that can be played to access new areas, manipulate time and be a general fun thing to mess about with to get some nice tunes. When you played a song, though, if you hadn't learned the song already, nothing happened. I couldn't summon a horse, I couldn't make it daytime and I could open the Door of Time.
It never really phased, me, though. In subsequent playthroughs it gave me something to look forward to unlocking, something about the natural progression of the character. I also liked going out of my way to find songs that were completely optional, but helped make certain parts of the game easier, like the Sun's Song and the Redead's.
Let's see what happens.