Final Script Changes


Throughout the final stages of the game, we have been gathering a lot of feedback through many playtest sessions and play testers, iterating upon iterating upon iterating through our design and polishing.

Playtesting Suggestions and Focuses of Improvement

  • Too little time
    • Timer was at 2 minutes during playtesting
  • No clear objective or direction for progression
    • Beforehand there was no objective text, but now the objective text implemented has too much wording and no clear direction.
  • No after-content after player dies
  • Too simple code for Navigation
    • The placeholder code was simply 1234
  • No intuitive interaction with Terminal screen
    • Play testers mentioned having the input field in the Terminal screen be automatically selected rather than manually selecting then typing
  • Feedback loop when player inputs the correct Nav code
    • Play testers suggested automatically closing the Terminal screen after the correct code was inputted, however this caused players to not be able to see the "Door unlocked!" text inside the Terminal screen, effectively not providing a feedback indication.

Changes Based on Feedback

  • Added more time (bumped it up to 3 minutes)
  • Made the objective text more concise and only focused on objective progression rather than player character's dialogue and lore
  • Implemented restart system so if player dies from a lethal obstacle and still have time, they restart to the Loading Bay checkpoint (since there are no lethal obstacles beforehand), however if in any way the player runs out of time, they are taken to the game over screen.
  • Changed the code for Navigation to be final rather than the placeholder we had (1234 is now...what? You have to figure it out :)
  • Made it so that whenever the Terminal screen gets activated, the input field is automatically selected to be editable.
  • Whenever the correct code is inputted, the objective text now gets updated to say that the door should be unlocked now.

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