After a 4 days long break, we’re back in business. We have been able to playtest and sniff out some of the more obvious bugs as well as incorrect values. There was a particular issue where we kept killing the enemies in singular attacks, which me and another designer investigated. I found it out to be something with our stat boosting through clearing levels, whilst the other designer pinpointed it to the stat boost remaining through each new run. Luckily this was just an issue of a component missing and was easily resolved from our side.
Other than that we have mostly been playing around with the stats when it comes to playtesting.
We also had a meeting with the sound designers which we are collaborating with, considering the matter of us not really having proper communication and how to resolve that. They shared our concerns regarding communication and we agreed upon having a daily meeting with them regarding the things they’re working on to get a better view of how they’re doing. There was also the issue of us being unable to convey our vision properly to the music designer, which has led to many misconceptions and possible hurt feelings. As such, we have talked with him regarding how we should proceed. He will move onto creating the main theme for the game to take a break from the elevator music he was working on for us to gather our thoughts better. He will also be getting the help from one of our artists, who makes music as a hobby and has a near perfect vision of our game, to help him get on track when he continues his work on it.
But that pretty much sums up the events of today. It was quite eventful, but tomorrow will be more work heavy when it comes to playtesting the game.