Hello everyone!
Once again, this article is directly written by Inateno, for the sake of simplicity.
At the beginning of June, we launched a major call to our beta testers to help us with a first playtest session.
And the first word that comes to mind is "wow," followed by "Thank you!"
Indeed, "wow" because I was impressed by your participation and willingness to help us.
And truly, thank you because this session has taught us a lot!
It helped us find many bugs, of course, but above all, it helped us understand the strengths and weaknesses of the game. To be honest with you, we were afraid to launch these playtests! We didn't know how you would receive the game, whether you would like it or not.
And overall, among the 49 responses we received on the form, you all loved the experience and what the game offered.
Of course, nothing is perfect, and thanks to your feedback and our analysis system, we managed to identify the little hiccups that bother us.
This article is dedicated to the playtest debrief. We will explain "how it works" and show you some graphs!
PS:
As a reminder, the purpose of a playtest is not just to find bugs (although it comes with it, it is not the central objective).
In our case, the playtest had several objectives:
- To know what you think of the game as it is (graphics/gameplay).
- To check if you were getting lost too much in the world or not.
- To have an overview of the balancing and difficulty.
- To see what things are not necessarily understood or not obvious, in order to correct/improve all of that.
Summary of responses to the playtest session form.
At the end of the playtest, we sent a form to gather answers to certain questions. It was, of course, anonymous and not mandatory. Here is a summary of what the players thought, based on a selection of questions.
- 94% considered the game "neither too difficult nor too easy, 4% found it "too difficult" and 2% found it "too easy."
- 67% didn't feel lost but weren't sure where to go, 20% knew exactly where they were and where to go, 12% felt "a little lost," and 0% felt completely lost!
- 96% of people think they had "the required amount of lives", 2% found it too many, and 2% found it insufficient.
- Players mostly loved the platforming sequences.
- Regarding the first mini-boss, the overall feedback is good. As expected, players had "difficulty reading the patterns" and "felt destabilized," which are relevant insights, and a few people found it too difficult.
- On a scale of 0 to 5, we have 63% with a rating of 4, 30% with a rating of 5, and 6% with a rating of 3.
- As for whether they would like to participate in another playtest, it's a resounding yes at 92%, while the rest prefer to wait for the beta.
- The giant worm
- The demon that chases us and can't be killed but activates things for us.
- Some players particularly enjoyed the trampoline mechanic.
- Lastly, other players specifically liked the level design/platforming and the game's fluidity and movement.
- The villainous creature that takes the medal is, of course, the terrible sausage on legs, or "Dark Frogs" as nicknamed by one of the players (our technical name is "SpiderSwarm")
- Next, the trap monster (that burrows into the ground) was quite frustrating because players didn't know how to approach it. However, we have made improvements to it and hope it will be better now!
The monsters in the "spider" family have an unusual behavior in video games, and almost all players who participated in the playtest were disturbed by these creatures' patterns. We are divided on the changes to be made to these creatures because they are original and break the conventions of AIs we know in metroidvanias. However, they gave you quite a challenge. For now, we have decided to reduce their numbers on certain problematic maps. The "dark frog" wins the award for the annoying mob, as it is a common monster found throughout biome 2. However, this creature is very fragile, and 1 to 2 sword strikes are enough to defeat it (depending on your attack boost).
But it's the same issue I explained earlier; we wanted unusual monsters that make you think before charging in.
Analysis of the session data
Let's move on to a more in-depth analysis. It's necessary to explain our tool a bit before proceeding, as not everyone may be familiar with how our playtest was conducted. [olist]
- Player changes map (destination map with "time," allowing us to measure time spent per map)
- Player takes damage (with the ID of the entity that inflicted the damage)
- Player dies (also with the ID)
- Based on this data, we were able to generate the following graphs:
Time spent by map
In red, we have the maximum; in green, the minimum; in orange, the average; and in purple, the median. As we can see from this first graph, a significant amount of time was spent on maps b2_01 and b2_02. This is normal since these maps are quite large and introduce new mechanics and monsters. The number of deaths/time spent was particularly high on these maps, considering they are relatively early in the game. Therefore, we have decided to make modifications to these maps to make them less punishing and facilitate learning. To measure the impact of our modifications, we calculated the number of deaths per map per day. This provides a more meaningful perspective.
Deaths by map, day 1
The first day of playtesting was busy in terms of session numbers, as if you all wanted to be the "first" ones, haha.
In any case, we can observe a sharp spike in deaths on maps b2_01 and b2_02, followed by a second spike on maps b2_06 and b2_07. The second spike is not as problematic; b2_06 is a rather technical map where players are being chased, and b2_07 is the map with the first mini-boss. Therefore, we didn't make major modifications to these maps, just some fixes. However, as mentioned earlier, we made modifications to b2_01 and b2_02.
Deaths by map, day 2
On Day 2, we can observe a slight decrease in deaths on b2_01, but it's not sufficient for b2_02.
There was a sequence of monsters/spikes that was quite challenging, and it was easy to fall into an "infernal spiral" and lose all of your health very quickly. Therefore, we continued to make modifications to that specific map.
Deaths by map, day 3
On this graph, we can observe a positive trend with a significant decrease in the average and median number of deaths on the problematic maps.
We continued to make some adjustments here and there, as you can see from the overall graph progression. Day 3 had the lowest number of playtests, so we had fewer data points, and the analysis continues on Days 4 and 5 to confirm that the modifications are effective.
Deaths by map, day 4
The downward trend is confirmed on Day 4.
Deaths by map, day 5
Once again, the trend is confirmed on the 5th day, so we have validated the modifications made to those maps. Naturally, if we look at the "maximum" number, we might be inclined to be influenced, which is why it is important to look at the average and median curves as well! We also analyze the "min" and "max" curves because in some cases, they can be revealing.
Why is it so important / Which curve is considered "good"?
You might be wondering why we are putting so much effort into reducing the number of deaths on these particular maps. As you know, I like to explain what happens behind the scenes in video game development. Having a high number of deaths on a map can potentially lead to player frustration and even rage quitting, especially when the map is at the beginning of the game and the player hasn't fully engaged with it yet. It's easy to think, "This game sucks," and quit. However, as players become more immersed in the game, invested in the story or other elements, their tolerance for persistence increases. Similarly, when the stakes seem higher, death becomes more acceptable. I can summarize this with the following statement: "Dying to an ant is frustrating, but dying to the first boss is expected." And that's what this curve represents. Our mistake as game designers was trying to introduce too many new elements at the beginning of Biome 2. As players, you weren't familiar with these monsters, and having too many of them at once, with tight placements and new behaviors, led to a higher-than-desired number of deaths. Working on these maps was challenging because they were well-designed from the start, but not impossible to improve. Additionally, I believe it will be necessary to add one or two maps that precede these challenging ones, allowing more time for fun and gradual discovery. Some players enjoy the hardcore aspect, but personally, I prefer a softer introduction, especially since a few maps later, the difficulty spike returns. However, the game is worth it, and the challenge is impressive enough not to frustrate players with repetitive deaths.
Total damage per enemy
This graph isn't particularly meaningful because the total number of deaths or damage changes depending on the frequency at which an object/monster appears. However, I find the numbers and graphs amusing, so we're sharing these graphs with you.
Total deaths per enemy
What are the dates for the upcoming sessions/beta?
We know that we want to have more sessions, but we're not sure about the exact dates yet! I think we'll have another session at the end of July, and maybe one last session in August! The closed beta is expected to arrive in September/October! (we'll do our best ). Until then, we'll be working hard to continue the game production, and we'll keep you updated on the dates.
The final name reveal is scheduled for Wednesday, July 12th at 8 PM (French time) in a live stream on our Twitch channel!
We've been waiting for this moment for a while. Join us on our Twitch channel on July 12th. We'll discuss the game, have a little Q&A session, and finally unveil the new game trailer along with the name reveal! We hope to see you there Our Twitch channel is located at: https://www.twitch.tv/dreamirl And if you haven't already, we invite you to join the official Discord server, a place for discussion and chat about the game. PS: please check your private message on Kickstarter / your email, as we sent a message to each beta backer.
[ 2023-06-26 20:57:50 CET ] [ Original post ]
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The game offers players a choice between allegiance to the Gods of Light and Shadow or the gods of Corruption and Gold!
But be careful!
Decisions made in the game affect your progression by changing the available paths and abilities.
The game's key art creates a unique experience for gamers with no run being the same as others, this duality encourages players to explore both paths.
Auria, the God of Avarice, took power over the city of Lemia after imprisoning the Goddess of Light. Kali, a fighter who lost everything at the hands of the gods, sets out for the city to verify the rumors surrounding this new god who corrupts and subjugates humans in exchange for wealth.
Explore the City of Gold and its cathedral, confront the creatures of shadow and gold, pledge allegiance to the god of your choice to embody their power, or detach yourself from the gods and suffer their wrath. Again
Game features
- Meticulously crafted pixel art
- 2 Unique persistent worlds that evolve according to your chosen allegiance to the gods (The Path of Gold or The Path of Light)
- A skill tree with over 50 abilities!
- 7 memorable bosses
- Over 25 totally unique monsters with innovative gameplay surrounding each monster.
- Easy-to-play, hard-to-master controls.
- Smooth, pleasant platforming.
- Fast, dynamic gameplay.
- Pixel-perfect combat, subtle and accessible.
- Several possible endings.
- An original, epic soundtrack by Sarys and Xavier Dang (MisterMV), which evolves according to your allegiance.
- An original storyline scattered around the world: find all the stelae in the game to understand the history and mysteries surrounding the gods (optional storyline).
- A non-linear map: discover the world as you please
Backstory: The world of Noreya
In time immemorial, seven deities joined forces to shape the land we know today as Noreya.
Such was the power of the Seven that Men, as a sign of respect but also out of fear, began to worship them. Some sinners, however, strayed from the path, bringing out the most maliciously treacherous parts of themselves. From this malice came new deities, gaining their powers from the servitude of their subjects.
In the lands of Lemia, home of the primordial Goddess of Light, an endless famine persisted. The poor inhabitants' desire for wealth benefited the God of Avarice, who in turn promised an end to their misery. The god everyone now calls the "God of Gold" transformed all his followers into shapeless, tormented creatures: the golden shadows. Lemia, once so luminous, now gives way to unhealthy greed.
Duality: Pledge allegiance and receive the power of the gods!
With a skill tree containing over 50 skills, you can evolve according to your allegiance to the Goddess of Light or the God of Gold.
You can also play double duty, but in this case you won't have access to the most powerful spells. It's up to you to find the best balance for your style of play.
A world for every god.
No more metroidvania with a single map to discover.
In the world of Noreya, the world changes according to your allegiance.
Are you familiar with the Golden World and have now decided to worship the Light? Get ready for a whole new experience, forge ahead as you discover which areas have changed and discover which parts of the game are no longer accessible! However, in turn get ready to explore other new adventures that now await the servant of the Light!
Each version of the world conceals secrets and exclusive bonuses. Can you find the artifacts hidden in the depths of the world? Only time will tell!
The soundtrack
Signed by the incredible duo Sarys / MisterMV, enjoy an original soundtrack that will accompany you throughout your adventure.
Switch allegiance, and the music will change and evolve with you.
A game for arachnophobes:
Initially, we had planned to include spiders in the game, but we realized that many players are arachnophobic.
WIth this in mind, we worked on coming up with an alternative that works and retains the feel of the underground environments.
But who knows, maybe one day the spiders of Noreya will be released. But that's a tale for another time.
Read more on our dev blog:
https://store.steampowered.com/news/app/1760330/view/3712699226995016096
- OS: Ubuntu
- Processor: Intel Core I5Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: RTX 1660
- Storage: 1500 MB available space
- OS: Ubuntu
- Processor: Intel Core I5Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: RTX 1660
- Storage: 1500 MB available space
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