You have been kidnapped by a Bungee Zombie. When you wake up, you realize you are in the middle of the zombies’ swamp. You do the only thing you know, shoot - but without a pot, you are bounced back! Navigate the swamp and find your way back home!

A twist on the classic top-down shooter, where you, the head of a peashooter, can only move by the recoil of your gun as you journey through the perilous swamp to reach your home. 

Credits: 

Music/Sound Effects - https://opengameart.org/users/codemanu (CC-BY 3.0) Tilemaps - https://opengameart.org/content/swamp-2d-tileset-pixel-art https://opengameart.org/content/lava-tileset https://opengameart.org/content/key-icons Sprites - drawn by Sally Bao, Jane Li, Michael Li  :)

Idea Inspired By Plants vs Zombies

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Feedback Document - Downloadable or here: 
https://docs.google.com/document/d/1mBaO90ioycgPVxTsR5mE51ul25158FalElEOuTl0g0E/...

What did you think about the overall difficulty and the difficulty scaling in the game?

Summary of playtesters’ feedback:

Most people thought the difficulty of our game is tuned properly. A few people thought there were slight discrepancies in the difficulty of earlier and later levels (too difficult for an early level or too easy for a later level). 

What we will do to address the feedback:

We will adjust our levels and redesign them if necessary. We have already remade levels 8 and 9 because they seemed too easy for late-game levels. 

Were you confused by anything in the game? If so, tell us about them (this includes bugs).

Summary of playtesters’ feedback:

Some people thought the objective was not clear enough. For example, one person assumed that every level would end with a locked gate. Another person said that it’s not obvious that the enemies are enemies.

What we will do to address the feedback:

Most of the confusion was due to the ambiguity of the sprites we had. Now that we’ve added themed sprites, the objectives and roles of each game entity should be clearer.

Do you think the player is too difficult to control? If so, why?

Summary of playtesters’ feedback:

Most people found the player easy to control - which is good. But others said it was too easy. The controls were generally appropriately difficult and that was the intended purpose. 

What we will do to address the feedback:

Movement-wise, the player is fine. There will be spikes to force the players to do more careful movement. We may finetune the physics/colliders on each weapon to be more balanced.   

Is the objective of each level clear? If not, tell us why it is unclear.

Summary of playtesters’ feedback:

Again the misrepresentative sprites caused some confusion. The hexagon (which is supposed to be a key) is not clear enough about its function.

What we will do to address the feedback:

After adding sprites to the key and door, the objective should be a lot more clear. We will continue to update sprites and add more sound effects to improve the signalling. 

What did you like? What did you dislike?

Summary of playtesters’ feedback:

One person thought the spitter enemy is too difficult. Overall most people enjoyed the core mechanic. Some people said that we do a good job of teaching the controls and mechanics through level design.

What we will do to address the feedback:

We will change spitter difficulty on a per level basis. We can tweak values such as rate of fire, range, and bullet speed.

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Forum Videos: Downloadable or forum.

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OmegaPoggers Playtesting Notes.pdf 16 kB
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UpdateVideosForum.zip 320 MB

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