Rotation Mechanic, Matching Mechanic and Play Testing


The main role that I had in the team was doing the programming for the game. When we were first discussing what we wanted the game to play like, we looked at some other games for inspiration. A huge inspiration for this game is Snipperclips – we really liked the rotation mechanic that they had and wanted to figure it out ourselves and use it in a different way. Our game's objective is to find your missing piece, quite literally, as you must search the level for a piece that will fit with the current character. 

To make it challenging, we wanted to implement the rotation mechanic so that not only does the player have to find the piece but also rotate the character so that they line up with the piece. After a bit of trial and error (and forgetting to change the sprite to its native size) we finally got the rotation to work! 


We have also conducted an informal play test for our game to gather some feedback and suggestions on what we could work on and how we can make the game feel better to play. When making the feedback form, I only wrote down some simple questions about what we had developed already like how the movement felt, did you enjoy the visuals, etc. 


After a few rounds of playtesting, we got some important feedback regarding the rotation controls. We felt that we should simplify it and think about the full scope of the game and our time constraints, so we decided that we should not have the character flip when it moves left and right (at least for now) to focus more on the puzzle matching mechanic. 

In order to match up with the pieces, we agreed to design it so that once you are happy with how lined up you are with the missing piece, you press “E” to confirm your placement and the game will have a message pop up telling the player whether they have successfully made a match or not. 


So far, we have the basics done – the player movement, jumping, rotation and we figured out a solution on how to match up the missing piece with the player character. I’m proud of what we have accomplished so far. Got a scene implemented to test out the puzzle mechanic and how we’ll transition to the next level, so once we are confident that the code works the way we want it to, it’ll be smooth sailing for the rest of the development! 

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