"Glow" Second External Playtest.
Welcome to the second external playtest of "Glow", a third person underwater puzzle game set in London. We're still early in development so some things, such as art assets, are minimal. Please answer the following questions as honestly and as detailed as you can, even if it's harsh or negative. Any feedback is good feedback! If you'd like to discuss more about your thoughts, or keep an eye on our progress, please follow @UnderwaterGlow on Twitter!
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What control scheme(s) did you use to play Glow?
How did you feel the control scheme, movement and camera worked? Did you like them or have any issues with them? Go into as much detail as possible.
The game is set underwater and thus has a darkness element to it, as well as our colour changing USP. Did you find that you could navigate the level well or was either of these aspects too dark? Go into as much detail as possible.
One bit of feedback that was common in playtest one was that it wasn't easy to grasp what you had to do. Do you feel our new level design eases you into using the mirrors and the different ways the light beam can be bounced? Go into as much detail as possible.
Using the mirrors to bounce the light beam is a core gameplay loop of Glow. How do you feel this was executed? Go into as much detail as possible.
Currently, we only have one puzzle room within the game. How did you find this puzzle? Was it too easy or difficult? Go into as much detail as possible.
Were there any bugs you found?
An idea we have had is to include enemies (such as large/deformed fish) into the game. Would this be something you're interested in or do you feel it'll negatively impact the game?
Finally, any other thoughts you'd like to add?
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