These past weeks Cian and I have focused on smoothing out the game's core mechanics and narrative to create a good half hour of fluent content for our play testers. In the opinion of the people who played the game thus far, we have succeeded well enough in doing so. The game is mostly bug free and the narrative is continuous.
My most faithful playtesters, who took a vivid interest in the game from the start, played the game on Tuesday for an hour, checking absolutely everything for interactions and bugs, Thanks to his thorough playthrough, I was able to correct some hitbox issues I had overseen.
He also made the helpful suggestion to add obstructions to the dark room. This was later further supported by a second playtester who made a similar comment, regarding the dark room puzzle being too easy to walk through. I have added several pieces of furniture into the basement to obstruct the path, and indeed it is much more challenging now, requiring even me to stop a moment to wait for the lights to turn back on. The scene also looks a lot more interesting now.
The Library is still found to be somewhat buggy, as bullets still shoot into wrong directions, are interfered with by furniture hitboxes, and beeing shot whilst cleaning will freeze the player permanently. (this happened twice in the first tester's playthrough, and could only be avoided by reloading the game through the main menu.)
Locking rooms in the beginning means that the players will eventually go to the living room to be introduced to the game, however we find repeatedly that players will walk around the core of the house and miss the first triggers, because they end up picking up the matches before they even enter the living room. We are not yet sure how to further indicate to go straight to the core in the beginning. Perhaps we will have to force the player movement at this stage, or we can accept that an initial observation of the darkness and cold might simply be lost. It is no severe issue, but can lead to some disorientation in the beginning.
So far, we can already tell from our playtesters that the genre they usually play dictates how they perceive the game. Those that play puzzle and mystery games and enjoy a narrative arc approach the house a little slower, hence finding the clues and name plates that assist with navigation and orientation. The FPS player that we had playtest on Thursday on the other hand wanted the game to progress faster and ran past most of the clues. He found his way eventually when he slowed down to orientate himself.
This playtester was watched closely by another who took a turn at the game and made very insightful and valueable comments in the questionnaire they both filled out. We got some helpful suggestion towards the dark room puzzle and the UI design, and some good feedback on the general difficulty of puzzles. Once again, this player leans more towards strategy games and showed better aptitude at completing the puzzles and navigating the house.
As playability, continuity and bug-free-ness are now mostly assured, we can go back to creating more content for the game. We have sorted out the core UI, dialogue management, trigger management, inventory and warp-management, so that from now on, we are only expanding but could finish the game at any point.
Yesterday and today I therefore went back to asset creation. I drew up the furniture for Orpheus' and Eurydice's room and styled them in the editor today. They both look quite lovely and add two more explorable locations to the game.
We also decided to add another inhabitant to the house - a bird-masked ghost that unlocks the doors in the house as desired by Orpheus. He will appear when the player passes a door that is being freshly unlocked, to signal to them that a new room is now available. We are hoping that aside from adding ncie flourish and some creepiness, it will also assist with the navigation of the house. (players that just randomly run around the house after each stage will now receive some visual indication that things have changed.)

Next week we are hoping to finish up the chessroom and spider room puzzle, as these are both prototyped and ready in terms of assets. The chessroom is already fully styled, and Masie for the spider room is animated and just needs to spawn to kill the player when they get entangled in webs. As next week is also presentation week, it is not certain yet how much of this we will get done, but within the next two weeks we should be able to add a fair amount of extra content. We are also hoping to use fungus more to add more cut scenes, making the interactions with orpheus more imapctful and cinematic.
For the upcoming presentation, we will be filming and cutting a video of gameplay rather than demonstrating our actual application, as the content is too long to present sensibly during a powerpoint presentation. We expect playtesters to consistently take 25 to 30 minutes in playing the game, so we hope that by adding a few more puzzles, cutscenes and explorable areas, this can be pushed up to an hour of content. We'd be very happy with this game length for our final year project.
It's going good! This project has become a real labour of love and we are enjoying seeing it grow more engaging and immersive over time.