0% found this document useful (0 votes)
76 views

Get Away

The document provides details for an alpha game called "Get Away" including milestones, mechanics, and playtest reports. It describes the game's goal as escaping the woods while avoiding monsters. It outlines rules such as keeping movement to survive attacks. Playtests found that players reached the unfinished trail and wanted more instructions, controls, and a way to complete the game. Feedback suggested difficulty was moderate and enjoyment was low due to it being incomplete.

Uploaded by

api-545467716
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
76 views

Get Away

The document provides details for an alpha game called "Get Away" including milestones, mechanics, and playtest reports. It describes the game's goal as escaping the woods while avoiding monsters. It outlines rules such as keeping movement to survive attacks. Playtests found that players reached the unfinished trail and wanted more instructions, controls, and a way to complete the game. Feedback suggested difficulty was moderate and enjoyment was low due to it being incomplete.

Uploaded by

api-545467716
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

GET AWAY

Original Game & Analysis Project

Milestone 1 - GDD
Game Design II
Dillon Hemphill
0004889393

Table of Contents
MILESTONE 1 GDD 3
Overview 4
Theme 4
Detailed Mechanics 4
Goals 4
Rules 4
Actions 4
Transitions 4
Items 5
Setup 5
Milestone 2 Playtest Report 7
Individual Playtests 7
Analysis 12
Action Plan 14
Milestone 3 Playtest Report 16
Individual Playtests 16
Analysis 21
Action Plan 23
Milestone 4 Playtest Report 24
Individual Playtests 24
Analysis 29
Action Plan 32
GET AWAY GAME DESIGN DOCUMENT
MILESTONE 1 GDD
Overview
The basic idea of the game is to survive the woods you have become lost in, while being attacked by
different monsters. You must roam around trying to find a way out of the woods and kill or avoid the
monsters. While trying to escape you are able to come across random objects that give you
advantages including putting distance between you and the monsters. There are various safe areas
that the monsters are unable to access and once you reach them you can sleep for a little while until
you must continue on your journey. Only once you complete your quest can you find the path to leave
the woods and escape the monsters hunting you.
Theme
This month’s theme is you can’t stop and the way that this game adheres to that theme is that you
can’t stop running from the monsters. If you stop running then they can catch up to you and kill you.
Thus the only time you can stop is when you reach a safe point at which time you fall asleep and wake
up to start all over again trying to get out of the woods. The game will be designed so that you are
constantly on the move and the player will be on guard and can’t and won’t want to stop to continue
to avoid the monsters. This is especially truthful in the beginning when you won’t be able to harm
them in any way because you don’t have any weapons. So because you can’t stop running in the
game, the game adheres to the theme of you can’t stop.

Detailed Mechanics
The main mechanics of the game are…
Goals
The main goal is to escape the woods by completing a quest while the sub-goal is to survive
against the monsters chasing you. A sub-goal to that sub-goal is to find various advantages and
safe points that help you survive.
Rules
• Player: Keep running and survive the monsters attacking you using items you find in the
woods
• Enemies: Chase the player throughout the level at a certain distance and attack if the player
stops moving for 3.5 seconds or more. Enemies do not attack together so have no
interactions with each other (each type hunts/attacks at different points in the level)
• Speed Advantage: only lasts for 5 seconds and you can only activate one at a time with a
cool down of 45 seconds.
• Random objects: will not kill monsters and only dazes monsters for 1.5 seconds to provide
player more distance and time
• Winning: to win each level the player must reach the safe area. To win the game the player
must complete the quest to find trail markers which allow for the player to exit the woods.
• Losing: if the player is attacked by monsters and dies they restart the level. If they die three
times in the same level the player restarts the game.
Actions
The player can walk, run, jump, stab, shoot, collect, and throw objects.
Transitions
● Main menu will have option for player to click play (takes to game) or exit along with the
controls for the game
● In game player can pause and pull up sub-menu which allows player to click play, options
(for settings) and quit
● Level to Level: once the player reaches the safe area the player will fall asleep and wake up
to the next level.
● When the player dies they restart at the beginning of the level. For example if they reached
level two and died in it, they would restart at the beginning of level two. They can only
restart 3 times at which point it takes you to the very beginning of the game.
Items
● Weapon: Machete – a long knife the player can use to stab monsters
● Weapon: Gun and ammo – AK-47 and ammo that the player can use to shoot and kill
monsters
● Random objects: tree branches – player can pick up and throw these branches at monsters
to provide more time to run away
● Random objects: rocks – player can pick up and throw rocks at monsters to provide more
time to run away
● Enemy: werewolf – a monster that lives in the woods and comes out at night during a full
moon to hunt for food and believes the player is prey (speed and strength high –
intelligence low)
● Enemy: vampire – a monster that lives in the woods and hunts the player to feast upon
their blood (speed and strength high – intelligence high)
● Enemy: spiders – human-sized monsters that live in the woods and are hunting the player to
eat him (strength high – intelligence and speed low)
● Advantage: Speed – a collectible that once activated allows the player to be faster than the
monsters to get away and reach a safe area
Player Tree Branch Rock Gun Machete Werewolf Vampire Spider Speed Adv.
Player X X X X X X X X
Tree
Branch X X X X
Rock X X X X
Gun X X X X
Machete X X X X
Werewolf X X X X X
Vampire X X X X X
Spider X X X X X
Speed
Adv. X

Setup
• Initial state of game: Story of how the player got lost and has been hearing weird noises and
feels like something is watching and following him.
• Initial state of level 1: Player starts deep in the woods and are warned to never stop moving
until they reach the safe area because what lives in the woods is out to get them.
• Initial state of level 2: Player wakes up from their sleep in the safe area and must continue
their journey to find a way out of the woods (once they leave the safe space they cannot
enter or find it again).
Milestone 2 - Alpha
Game Design II
-- SOLO --
Dillon Hemphill
0004889393

Milestone 2 Playtest Report


Individual Playtests
Playtest #1
Name: Grace Boykin
Age: 22
Gender: Female
Gaming Experience: I have just started gaming recently (within last 6 months).
Observations:
1. Length of play (in minutes): 2
2. What part of the game did player reach? Player reached the end of the trail where the game
would have finished.
3. Did the player get stuck? Yes the player did get stuck at the trail because there is no end
coded/configured yet.
4. Observations about the playtest: The player did not enjoy the game all that much because it
was not complete. It seemed like they were disappointed.
Feedback:
1. Overall difficulty of the game? 5
2. Overall enjoyment playing the game? 6
3. List one thing the player liked: Movement of the player and that it is first-person.
4. What would the player change about the game? Player doesn’t have anything to change but
add to the game.
5. What would the player add to the game? Player would add control instructions, instructions
about how the game plays, and a way to finish the game.
Playtest #2
Name: Briana Nelon
Age: 25
Gender: Female
Gaming Experience: I have never been into gaming.
Observations:
1. Length of play (in minutes): 2
2. What part of the game did player reach? Player was able to run away from the monsters.
3. Did the player get stuck? Yes the player did get stuck and did not find the trail. She ran around
and quit eventually.
4. Observations about the playtest: The player got frustrated and stopped playing. Game needs
instructions and control instructions provided.
Feedback:
1. Overall difficulty of the game? 7
2. Overall enjoyment playing the game? 3
3. List one thing the player liked: The player enjoyed the art and style of the game.
4. What would the player change about the game? Give the player a weapon to attack and
damage monsters.
5. What would the player add to the game? Player would add instructions to the game and a
pause menu.
Playtest #3
Name: Dawson Smith
Age: 17
Gender: Male
Gaming Experience: I have been gaming for 3+ years.
Observations:
1. Length of play (in minutes): 4
2. What part of the game did player reach? The player got to the end of the trail.
3. Did the player get stuck? Yes the player got stuck at the end of the trail because the game is
not programmed to finish.
4. Observations about the playtest: The player seemed to know what to do and they reached the
point where the game would have finished it just wasn’t set up.
Feedback:
1. Overall difficulty of the game? 2
2. Overall enjoyment playing the game? 3
3. List one thing the player liked: The player liked the different types of monsters.
4. What would the player change about the game? Each monster needs to have different
damage to the player.
5. What would the player add to the game? A way to finish the game.
Playtest #4
Name: Tony Smith
Age: 24
Gender: Male
Gaming Experience: I have only been gaming for the past 2-3 years.
Observations:
1. Length of play (in minutes): 1
2. What part of the game did player reach? Player stopped near the beginning of the level in the
woods.
3. Did the player get stuck? Yes the player did get stuck and did not find the trail.
4. Observations about the playtest: The player was easily agitated by the game and not being able
to figure out how to play or what to do.
Feedback:
1. Overall difficulty of the game? 8
2. Overall enjoyment playing the game? 1
3. List one thing the player liked: The player said nothing.
4. What would the player change about the game? Nothing to change because there wasn’t
much.
5. What would the player add to the game? Player would like instructions to be added along
with the ability to damage the monsters. Player needs ability to see the health of the
monsters to see the damage being done.
Analysis
1. Aggregation of all playtests
a. Ages 17 – 25
b. 50% Female, 50% Male
c. Length of play was 1 minute, 2 minutes or 4 minutes.
d. All players got stuck.
e. 2 players reached the trail, 2 players stopped in the woods.
f. Difficulty of game: 2, 5, 7 and 8
g. Enjoyment of game: 1, 3 and 6
h. Liked: different types of monsters, style of game, movement of player (first-person), and
nothing.
i. Change: Each monster needs a different damage amount to player, nothing, nothing, and give
weapon to player to attack.
j. Add: Instructions for game and control instructions, health bar for monsters, way to finish the
game, and a pause menu.
2. General trends noticed
a. Players do not seem to enjoy the game very much and all found the game generally difficult.
b. Players all got stuck (2 players at what would be the end of the level and 2 near the beginning).
c. Play test length was pretty short, but game isn’t done.
d. A lot of things to add to the game and some to change but all are important to the game play.
3. Conclusions drawn from the collected data
a. Most of the players did not seem to enjoy the game, while 1 enjoyed it a bit.
b. 1 player found the game very difficult while the other 3 found it somewhat difficult.
c. All of the players got stuck, which makes sense because there is no way to finish the game, but
2 did not reach the trail and so instructions need to be provided.
d. A lot of work needs to be done to have the game working like I want.
4. Charts and Graphs
Action Plan
1. Based on conclusions, what are you going to do about it?
a. Change monster script so that each monster has a different damage amount to the player.
b. Script a weapon for the player to use to attack monsters.
c. Provide instructions to the player (either in game or before playtest for right now).
d. Fix the health bar for the monsters so it shows up and shows damage to monsters from player.
e. Develop an end to the game (collider to console as Debug.Log at the least).
2. How do you expect this to change the player experience?
a. I expect these changes to provide the player a much better experience when playing and
believe it will increase the enjoyment of the players when playing.
b. I also expect to have the difficulty of the game to lessen because the players will be provided
instructions of how to play the game and what they are expected to do.
3. What will you add to/change in the playtest process (form) to make sure?
a. Add a question about the monsters and if there is anything the player thinks should be changed
or added to them.
b. Add a question about whether the player’s experience was better the 2 nd time vs. the first.
c. Add a question about whether the difficulty of the game increased or decreased.
Milestone 3 - Beta
Game Design II
-- SOLO --
Dillon Hemphill
0004889393

Milestone 3 Playtest Report


Individual Playtests
Playtest # 1
Name: Mackenzie Brown
Age: 18
Gender: Female
Gaming Experience: I have been gaming for 3+ years.
Observations:
1. Length of play (in minutes): 4
2. What part of the game did player reach? The end of the trail
3. Did the player get stuck? Yes
4. Observations about the playtest: The player instinctively knew what to do and did well during
the game.
Feedback:
1. Overall difficulty of the game? 7
2. Overall enjoyment playing the game? 7
3. List one thing the player liked: The maze like aspect of the game.
4. What would the player change about the game? Provide the player a way to damage the
monsters and an actual end to the game.
Playtest # 2
Name: Oliver Davis
Age: 28
Gender: Male
Gaming Experience: I have never been into gaming.
Observations:
1. Length of play (in minutes): 6
2. What part of the game did player reach? The end of the trail
3. Did the player get stuck? Yes
4. Observations about the playtest: It took the player a little while to understand what to do –
instructions/controls are needed.
Feedback:
1. Overall difficulty of the game? 8
2. Overall enjoyment playing the game? 6
3. List one thing the player liked: The art style of the game and simplicity of it
4. What would the player change about the game? Add instructions for players so they know what
the goal is.
Playtest # 3
Name: Koda Wilson
Age: 21
Gender: Non-binary
Gaming Experience: I have only been gaming for the past 2-3 years.
Observations:
1. Length of play (in minutes): 2
2. What part of the game did player reach? The end of the trial
3. Did the player get stuck? Yes
4. Observations about the playtest: The player knew what to do without instructions and found a
problem with the collisions of the player and objects so that the player can go through them
which is why Koda finished the game so quickly.
Feedback:
1. Overall difficulty of the game? 2
2. Overall enjoyment playing the game? 2
3. List one thing the player liked: The idea and concept of the game.
4. What would the player change about the game? Fix the game so the player can’t go through
objects and have the ability to damage the monsters.
Playtest # 4
Name: Valerie Moore
Age: 24
Gender: Female
Gaming Experience: I have just started gaming recently (within last 6 months).
Observations:
1. Length of play (in minutes): 5
2. What part of the game did player reach? The end of the trail
3. Did the player get stuck? Yes
4. Observations about the playtest: The player knew what to do and seemed to enjoy the game
and avoiding the monsters.
Feedback:
1. Overall difficulty of the game? 6
2. Overall enjoyment playing the game? 8
3. List one thing the player liked: The monsters were fun to run away from.
4. What would the player change about the game? Add more monsters to the game so it is harder
to avoid them to make the game more difficult.
Analysis
1. Aggregation of all playtests
a. Ages 18-28
b. Half female, 25% male, 25% non-binary
c. Each play tester had different gaming experience.
d. Length of playtest ranged from 2 – 6 minutes.
e. All players reached the end of the trail (end of the game)
f. All players got stuck there as it is not scripted to do anything currently.
g. 3 of the players knew instinctively how and what to do, 1 was confused initially about what to
do.
h. Most of the players found the game to be difficult (6-8) while 1 found a bug in the game and
found it to be very easy.
i. Most of the players found the game enjoyable and had fun during playtest while the 1 that
found the bug did not enjoy because it was not difficult for them.
2. General trends noticed
a. Most of the players found the game to be difficult (6-8 out of 10).
b. Most of the players found the game to be enjoyable (6-8 out of 10).
c. All of the players get stuck at the end because there is nothing to tell them they finished the
game.
d. All of the players however did reach the end of the game (where it will finish) so the game is
playable and not too confusing/difficult.
3. Conclusions drawn from the collected data
a. The game needs something to pop up to show the player they finished the game.
b. Instructions/controls are needed for the player to know what to do.
c. The player needs to be fixed so they collide with objects and can’t just walk through them.
d. Make it a bit more difficult by adding more monsters.
4. Charts and Graphs (MUST HAVE!!!)
Action Plan
1. Based on conclusions, what are you going to do about it?
a. Update the player so they can’t walk through objects.
b. Complete gun so it can damage monsters.
c. Add more monsters to make it harder to avoid them.
d. Add menus to the beginning and end as well as instructions and control menu.
2. How do you expect this to change the player experience?
a. I believe these changes will make the game more difficult for the player and make them have
more fun playing the game.
3. What will you add to/change in the playtest process (form) to make sure?
a. What worked or didn’t work for the player in the way you intended?
b. What emotions did the player show while playing?
Milestone 4 - Final
Game Design II
-- SOLO --
Dillon Hemphill
0004889393

Milestone 4 Playtest Report


Individual Playtests
Playtest # 1
Name: Dean Moore
Age: 25
Gender: Male
Gaming Experience: I have been gaming for 3+ years.
Observations:
5. Length of play (in minutes): 4
6. What part of the game did player reach? The end of the game.
7. Did the player get stuck? No
8. Observations about the playtest: The player quickly understood what to do, figured out the
system quickly and seemed to enjoy the game.
9. What emotions did the player show while playing? Laughter, happiness, and puzzlement.
10. What worked or didn’t work for the player in the way you intended? The gun worked great for
the player, it didn't do any damage unless you were close by, the monsters did damage to the
player like intended, and the game worked for the player.
Feedback:
5. Overall difficulty of the game? 8
6. Overall enjoyment playing the game? 9
7. List one thing the player liked: The way the player moved and the third person aspect.
8. What would the player change about the game? Add more monsters and make them faster to
make it more challenging.
Playtest # 2
Name: Matthew Wells
Age: 21
Gender: Male
Gaming Experience: I have only been gaming for the past 2-3 years.
Observations:
11. Length of play (in minutes): 5
12. What part of the game did player reach? The end of the trail
13. Did the player get stuck? No
14. Observations about the playtest: The player enjoyed the game and understood how to play and
what to do easily.
15. What emotions did the player show while playing? Happiness
16. What worked or didn’t work for the player in the way you intended? What didn't work was my
players ability to look vertically up and down when I wanted it to.
Feedback:
9. Overall difficulty of the game? 6
10. Overall enjoyment playing the game? 8
11. List one thing the player liked: The art style of the game and the fog.
12. What would the player change about the game? Make the game darker so it is nighttime and
make the monsters move faster.
Playtest # 3
Name: Lauren Conner
Age: 27
Gender: Female
Gaming Experience: I have just started gaming recently (within last 6 months).
Observations:
17. Length of play (in minutes): 6
18. What part of the game did player reach? The end of the trail
19. Did the player get stuck? No
20. Observations about the playtest: The player took a minute to figure out the game but once she
understood she enjoyed it a lot and found it fun to have the monsters chase after her and her
hunt them down and then figure out how to get to the end of the trail.
21. What emotions did the player show while playing? Happiness and confusion
22. What worked or didn’t work for the player in the way you intended? The player found it more
fun to hunt down the monsters and then leisurely figure out how to reach the end of the trail
instead of being chased and following the theme of the month.
Feedback:
13. Overall difficulty of the game? 7
14. Overall enjoyment playing the game? 10
15. List one thing the player liked: The different types of monsters.
16. What would the player change about the game? Add more types of monsters and add another
type of weapon to use for the player.
Playtest # 4
Name: Blake Upton
Age: 22
Gender: Male
Gaming Experience: I have been gaming for 3+ years.
Observations:
23. Length of play (in minutes): 5
24. What part of the game did player reach? The end of the trail
25. Did the player get stuck? No
26. Observations about the playtest: The player understood the concept and seemed to have fun
while playing to avoid the monsters and find the end of the trail.
27. What emotions did the player show while playing? Amazement and happiness.
28. What worked or didn’t work for the player in the way you intended? The player avoided the
monsters and so they never chased him like intended.
Feedback:
17. Overall difficulty of the game? 6
18. Overall enjoyment playing the game? 9
19. List one thing the player liked: Having to go around the map to get to the end of the trail.
20. What would the player change about the game? Having more areas blocked so you have to
interact more with the monsters.
Analysis
1. Aggregation of all playtests
a. All play testers were between the ages of 21-27.
b. 75% of players were males (3), while 25% were female (1).
c. 25% of players just recently started gaming (within past 6 months) (1), 25% have been gaming
for past 2-3 years (1), and 50% have been gaming for 3+ years (2).
d. All players play test lasted between 4-6 minutes.
e. All players reached the end of the game.
f. All players did not get stuck.
g. All players seemed to enjoy playing (displayed happiness while playing) and understood the
game.
h. Difficulty of the game ranged from 6-8 on a scale of 1-10.
i. Enjoyment of the game ranged from 8-10 on a scale of 1-10.
2. General trends noticed
a. The players that have been playing games for longer understood the game and concept quicker.
b. There are multiple ways to play the game including avoidance of monsters and hunting them
down for sport.
c. Those that understood the game quicker, took less time to play and find the end of the trail.
d. All players had fun while playing.
3. Conclusions drawn from the collected data
a. There are many things the players liked about the game including the player movement, art
style, and monsters.
b. The items that the players suggested for change were small and were not fundamental for
game function.
c. The players enjoyed the game a lot and found it challenging.
d. There are things that can be worked on in the future to make the game even better.
4. Charts and Graphs (MUST HAVE!!!)
Action Plan
1. Based on conclusions, what are you going to do about it?
a. I will continue to work on the game and update the things the players suggested.
b. I will also make the map larger and add more blockages to make the player move around the
map more.
c. I am also interested in adding levels to the game to make it more functional.
d. I would like to update the artwork and add animations to the monsters for their movement to
make it look better.
2. How do you expect this to change the player experience?
a. I expect these changes to make the game even more enjoyable and more difficult for players.
b. These will increase the emotions felt playing the game as well.
3. What will you add to/change in the playtest process (form) to make sure?
a. What would you change about the artwork of the game?
b. What would you change about the monsters?
c. Is there anything that would make the game more enjoyable for you?

You might also like