Dev Log #2



Last you might have seen, we discussed the implementation of a tutorial level. This has been our main focus for the past couple weeks so how about we jump in from the start?

Discussions began about how best to implement a tutorial for Deep Climb and we quickly recognised and solidified the importance of a tutorial for Deep Climb, due to the unintuitive controls and novel mechanics. However, the dev team was less unified on how best to implement the tutorial and the team was left undecided between two different approaches. Since we could not come to an agreement, we decided to compromise; an AB test, with A being a distinct tutorial level, and B being one built into the first level. We would then play test both versions and compare the results, ultimately choosing the best version to continue with.

Work began on tutorial A with a few design pillars. 1, graybox assets, to differentiate between the main game and the tutorial visually. 2, well lit and minimal post processing, again, to differentiate between the underwater aesthetic and the tutorial. 3, plain language, addressed to the player directly. Results can be seen in images 1-3.

Playtesting this level, we gained some valuable insights, mainly that the tutorial text was not very clear and the mechanics were hard to understand. We had a design meeting to cover the feedback and make decisions on how to change the tutorial. Firstly, tutorial explanations would be reworded for clarity and consistency. Secondly, symbols, murals and targets would be used to teach the mechanics in addition to the text. And, thirdly, the tutorial would be split into multiple levels (Jumping/navigation, J.O.L.T., and V.A.U.L.T.) that could be revisited. See images 4-6 for sneak peaks.

Now, these new levels require playtesting which unfortunately means we will not be continuing our plans to AB test the tutorial. This is also largely because the other feedback we got on our tutorial aligned with where we want the tutorial to land.

So! Going forward, look for our new and improved tutorial and keep an eye out for our next dev log covering our process of finalising the mechanics!

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