Escape room - Client Visit
Our client is coming in to talk with us about the game and see the progress that we've made on it since we did the presentation. We're going to take this opportunity to see what he likes and dislikes about the game. And also how our game could actually be turned into an escape room, or how much the client likes it in general. We're hoping to get a lot of feedback and then change things about our game which could improve it.
Talked with the client and he gave us some ideas along with some criticism about the game.
Criticism: Main issue was the fear of maybe getting lost, so we're going to add some signs and maybe some lights to guide the player throughout the level in case they get lost. The game is purposely dark, which can be good for making it scary, but if you cant see where your going then it gets more confusing than anything. The same would go for an escape room if it was too poorly lit with not enough things pushing you in the general direction.
Idea's brought up by the client:
- Batteries for flashlight, the flashlight shows up in the first level and doesn't lose any charge. When you get into the second level, you have to pick up batteries to keep the monster away by keeping your flashlight turned on.
- Instead of having lore and puzzles scattered via notes around the stages, we're going to implement a journal system were you can store the pages you pick up and then read them there. These might give hints to what happened before, and could help solve different puzzles as well.
- Having the code for the all in the same room is too easy, so we could have a note with the code on it, but it's been ripped in half. So you have to try find the other half to then put the full code together.
- Level could also use finer details and more decoration, such as things like pickaxes and helmets, old worker outfits to show that people had been down here before. You could also find names on different jackets which could give lore implications.
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