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Game Development Insights from GDC
Aug 30, 2024
Game Development Journey: Magna Demo and GDC Experience
Overview
Developer: Mark
Game Theme: Magnets
Goal: Present demo at Game Developers Conference (GDC)
Key Playtester Experience: Received negative feedback before GDC
Initial Demo Development
Previous Episode:
Explored a puzzle matrix to create 26 levels.
Demo Features:
1-hour gameplay, 3 worlds, 2 magnets, multiple mechanics (color-changing panels, laser beams, etc.)
Feedback from GMTK Patrons:
Valuable insights on bugs and gameplay experience.
Notable Interaction
Patrick Trenor:
Creator of "Patrick's Power Box"
Positive feedback on puzzles and mechanics.
Critiques included:
Make restrictions clearer in puzzles (e.g., jump gaps, door mechanics).
Simplify levels despite making them easier (advice ignored).
Demo Overhaul:
Used feedback to improve gameplay.
Key Changes Made
Removed poorly received levels and added new ones.
Improved readability for mechanics and interface:
Introduced clearer icons and updated mechanisms.
Implemented a locked/key puzzle with satisfying animations.
Developed a new dialogue system for storytelling.
Major Playtest
Key Playtester:
Mark's father
Result: Frustrated with complexity and tediousness of levels.
Realization: Misjudged player assumptions regarding difficulty.
Reflections on Player Experience
Mistake Identified:
Overcomplicated levels due to fear of them being too easy.
Remedial Action:
Simplified level design with a focus on clarity and engagement.
Example Rework:
Original multi-magnet puzzle simplified to one magnet with clearer mechanics.
GDC Experience
Successfully presented the demo at various events and received positive feedback.
Players found puzzles satisfying, with a good level of challenge.
Notable comments: "This feels like a real video game."
Some puzzles still needed clarification; additional tutorials on game mechanics were necessary.
Key Takeaways
Challenge Assumptions:
Don't assume players have the same skills or knowledge as the designer.
Testing and Feedback:
Always observe players directly.
Identify Target Audience:
Design with the intended players' skill level and experience in mind.
Iterative Design:
Don’t hesitate to start over if needed for better clarity and engagement.
Community Engagement:
Appreciate input from community and fellow developers.
Closing Thoughts
Returning from GDC with motivation and ideas for the next steps in game development.
Plans to create a demo that teaches fundamental mechanics more clearly.
Available demos on itch.io for public playtesting, no further feedback sought at this stage.
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