Track 03: ALPHA


PEG - PLAYER EXPERIENCE GOALS

Art
Does the house feel lived in? Do the colors emanate noise? Do the textures and rendering feel modern and crowded?

Each space should feel like its own personality. The player should feel a build up of chaos that is most prevalent in the living room environment. This should be recognized in the color and textures used in the art.

Design 

How do players separate the "listen to the crowd and sleuth" vs the "steal in private" modes of the game?

Thieving items are intended with malice but the player should feel rewarded. They are encouraged by the character to explore the environment and interact with items and npcs.

Game play

Do you understand what levels of the house to explore after listening to npc dialogue? Is it easy to discern what items are valuable enough to take and what aren't?

The value of items and npc dialogue is clear and helps the player recognize where to explore next in the game.

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