Since the prototype was designed to introduce four puzzles, the challenges that appear from two of the puzzles would be discussed. Choices players have, interface updates, actions players would perform, rules, and feedbacks would also be outlined.
(Logic, Exploration): Passing the big fallen tree – Find a medium size rock and place it next to the fallen tree using the gravity gun to help jumping over.
Choice 1 – Players try to pass the big fallen tree directly using only player controls.
Interface – Obstacle is designed to be separable to the environment or terrain objects. The path is designed to make players understand clearly about where they should go next, prompting a thinking if the path is being blocked by an obstacle rather than a thinking of the boundary of the level.
Actions – Players position the character in front of the fallen tree and try to jump over it.
Rules – Character’s jump height is shorter than the height of the fallen tree. Players cannot make double jump (air jump).
Feedback – Players fail to pass the fallen tree and stuck at the same area.
Choice 2 – Players explore the world to find and utilise interactible objects around them to pass the fallen tree.
Interface – Interactible object (rock) glows, and it also shows its weight on hover.
Actions – Players use the gravity gun to hold the object (rock) and put it close to the fallen tree. Players then jump to the rock and then make another jump to pass the fallen tree.
Rules – Players can only hold one object at a time with the gravity gun. Players cannot make double jump (air jump).
Feedback – Players pass the obstacle (the fallen tree) and proceed to the next area.
(Logic, Pattern recognition, Physical coordination): Crossing the river – Use the gravity gun to adjust the weight of the crates so it can float on the river as a bridge to jump over to.
Choice 1 – Players try to swim to get to the other side of the river.
Interface – A tutorial point showing if players cannot swim is placed nearby the river.
Actions – Players run and jump to the river directly.
Rules – Players die when they fall into the river, and will respawn back at the beginning of this obstacle.
Feedback – Players respawn at the beginning of the obstacle and stuck at the current area.
Choice 2 – Players see many crates around them and understand how to utilise them correctly.
Interface – Interactible object (crates) glows, and it also shows its weight on hover.
Actions – Players use the gravity gun to lighten the weight of the crates, then players place the crates on the river. Players then jump over to each rocks to cross the river.
Rules – Crates’ weight cannot be over than 100Kg nor less than 0Kg. Crates will float on the river when its weight is below 15Kg.
Feedback – Players cross over the river and proceed to the next area.