What went well? Is the theme well represented?
I was able to pull off the design I had come up with at the beginning of the week. I do feel that the design represents the theme of vigilance and that this final product does instill that sense in the player, if only a little bit.
What went wrong? Could the game better represent the theme?
It is not at first obvious what is going on. Players generally have to die at least once before they really get what is happening. There is also a technique that can be used to stay alive which undermines the vigilance theme that I’m not sure how I could change the design to guard against.
What did you learn?
I learned some things about ray casting in general and specifically in Phaser. I didn’t really iterate on this design like I did on the previous design. I did have my family play test it, but I didn’t get any actionable feedback from that this time. I had some ideas on how to improve this design but I didn’t get around to implementing them. This week re-enforced for me the need to play test and iterate on the design to make a better game.