Concept differences, testing feedback and Asset list
Differences from the Concept Document
While the final prototype of Re:Action delivered on the core idea laid out in the concept document several practical and design-related adjustments were made during development.
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Level Scope: Originally, I planned 10 levels with increasing complexity. I ended up with a set of 3 "levels" (including the tutorial) this mainly stemmed from the fact I struggled with new ideas, and level layouts in general. Over the course of this prototype I discovered that I enjoy thinking up and making interesting systems but when it came to actually implementing and/or using them i really struggled. This might come form the systems being designed for a specific purpose but the levels had a lot more freedom and could be anything.
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Multiple Echoes: The initial idea supported multiple simultaneous echoes, but this created way to many complications in design and clarity. The final version focuses on a single echo at a time, which improved usability and makes puzzle logic easier to follow.
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Art and Assets: Originally I looked into creating all visual assets but shifted to using a majority of premade sprites and sound effects (all attributed in the asset list) and simple unity constructs this came down to ability and time as i simply didn't have the time i would need to spend to create a full set of decent custom assets.
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Feature Prioritisation: Some originally intended UI features (like key rebinding and best-time tracking) were not implemented to prioritize a working settings menu, help screen, sound controls, and polish for core mechanics this decision was basically to have some more depth to my prototype.
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Simplified Systems: I streamlined the echo recording method and added polish features like footsteps, a jump sound, a gate opening SFX, and a completion timer all of which while not mentioned specifically in the scope I feel it enhanced the game a lot.
Testing Feedback & Observations
During the Week 12 playtest and over the semester, I gathered the following insights:
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Echo Timing Confusion: Some testers struggled to understand how the echo replayed their actions. I addressed this by improving the tutorial level with clearer prompts and visual cues before the first echo gate.
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SFX & Feedback: Players responded positively to sound cues for jumping and footsteps. Based on feedback, I added randomized footsteps and audio for gates to enhance the games feedback.
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Settings UI Issues: The original settings menu was non-functional. I implemented global volume slider that persists between scenes using PlayerPrefs, solving the issue and improving usability.
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Timer Suggestions: Several players wanted to see how long it took them to finish a level. I added a completion timer displayed on the end screen.
Design: I received positive comments mentioned the vibrant color palette, appealing sprite style, and clear character animation witch helped me nail down an art style, while other types of terrain would have been great to add I simply didn't get there.
Asset List
Audio
- BGM
- RPG Medieval Fantasy - Tranquil Waters (loopable) - From Elvgames medieval fantasy pack (the BGM used).
- SFX
- Footsteps_Dirt_01 - From Elvgames Platformer mega pack (Used for movement noise).
- Footsteps_Dirt_02 - From Elvgames Platformer mega pack (Used for movement noise).
- Footsteps_Dirt_03 - From Elvgames Platformer mega pack (Used for movement noise).
- Footsteps_Dirt_04 - From Elvgames Platformer mega pack (Used for movement noise).
- respawnSFX - From Elvgames Platformer mega pack (noise used when respawned after falling).
- SciFi_Ui_Console_2 - From Elvgames Platformer mega pack (sound used for the gates opening).
- GS2_Land - From Elvgames medieval fantasy pack (jump sound).
Elvgames Assets
- Background
- PS_Clouds_1 - Elvgames platformer world, Cliffside greens. (used in the title screens).
- PS_Clouds_2 - Elvgames platformer world, Cliffside greens. (used in the title screens).
- PS_Clouds_3 - Elvgames platformer world, Cliffside greens. (used in the title screens).
- PS_Clouds_4 - Elvgames platformer world, Cliffside greens. (used in the title screens).
- PS_Clouds_5 - Elvgames platformer world, Cliffside greens. (used in the title screens).
- Sprites
- Hero_012 Elvgames platformer world, Magical forest (sprite sheet used for all player animations animations put together by me. inside unity)
- Gate sprite- Elvgames platformer world, Cosmic Debris (sprite sheet was used to create all animations inside unity).
- Pressure plate sprite- Elvgames platformer world, Cosmic Debris (sprite sheet was used to create all animations inside unity).
- Tileset
- Grassy_Feilds_tileset- Elvgames platformer world, Magical forest (used for the levels ground and ladders and flags).
- PS_Tileset_15- lvgames platformer world, Cosmic Debris (where the gate and pressure plate spriest came from and the sparkle for the exit gates).
Kenny Assets
- Keyboard-&-Mouse_sheet_double - Kenney assets Imput Prompts (used for the prompts in the tutorial)
Prefabs
- Echo prefab - used the Hero_012 animations but discolored and slightly transparent.
- End level prefab- Made using Unity UI to create a menu.
- exit prefab - made out of animations from the PS_Tileset_15 tile set.
- fall zone prefab- empty collider that holds the fall zone script.
- gate prefab- made using the gate animations, unity basics and gate controller script.
- help panel prefab- Made using Unity UI to create a menu.
- level timer prefab- Script holder linked to the end level.
- pause manager prefab - script holder linked to the pause menu.
- pause prefab - Made using Unity UI to create a menu.
- player prefab - Uses the Hero_012 animations and player controller script.
- pressure plate prefab- made out of animations from the PS_Tileset_15 tile set.
Scripts
All scripts were written by myself with the help of simple google searches and unity documentation unless otherwise stated.
- EchoManager.cs
- Handles recording the player's position over time and spawning an "echo" that replays those movements. Core script for the echo mechanic.
- Echo.cs
- Controls how the echo character follows the recorded path with walking animation and direction changes.
- FallZone.cs
- Resets the player to a defined respawn point when they fall into a hazard zone, with a sound effect.
- FootstepPlayer.cs
- Plays a random footstep sound while the player is walking, with a cooldown to prevent sound spam.
- GateController.cs
- Opens or closes a gate with an animation and plays an audio clip when opened. Used by pressure plates.
- HelpMenuToggle.cs
- Simple script that shows or hides the in-game help panel when the player opens or closes the help menu.
- ANDPressurePlate.cs
- A pressure plate that only activates a gate when multiple linked plates are all pressed by the player or an echo. Optionally stays unlocked permanently.
- AudioSettingsManager.cs
- Controls background music volume using a slider, with saved settings across scenes via PlayerPrefs.
- BGMPlayer.cs
- Plays looping background music across scenes without restarting. Ensures only one music instance exists at a time.
- CloudScroller.cs
- Continuously scrolls cloud sprites in the background to give the menu scene dynamic visual movement.
- PlayerController.cs
- Controls the player’s movement, jumping, climbing, footstep and jump sounds, as well as sprite flipping and ground detection.
- PressurePlate.cs
- basic trigger plate that opens/closes a door when a player or echo steps on or off it. Can be inverted for reverse behavior.
- SceneSwitcher.cs (Adapted from tutorial code)
- Allows UI buttons or triggers to load another scene by name. Used for buttons like "Start Game" or "Back to Menu".
- InputDisplayUI.cs
- Updates UI icons to reflect real-time key presses (e.g. WASD, space, echo keys). Helps players understand inputs visually.
- LatchedPressurePlate.cs
- A special plate that opens doors permanently after being stepped on once.
- LevelEndTrigger.cs
- Triggers the end-of-level screen when the player enters the zone, freezes gameplay, and stops the timer.
- LevelEndUI.cs
- Displays the player's level completion time on the end screen and provides buttons to continue or return to the main menu.
- LevelTimer.cs
- Tracks how long the player takes to complete a level. Works in the background and can be stopped by triggers.
- PauseMenu.cs
- Enables pausing and resuming the game with the Escape key, as well as navigating to main menu or quitting the application.
- PlayerAnimationController.cs
- Controls player animation states (walking, jumping, falling) based on Rigidbody2D movement and input values.
- TimedGateTrigger.cs
- Opens a gate for a limited time (e.g. 3 seconds) when a player or echo enters the trigger zone, then automatically closes it. Can be set to activate only once.
- XORPressurePlate.cs
- A special puzzle plate that only opens the door when exactly one of two plates is pressed (exclusive-or logic). Used for more complex echo puzzles.
- TextActivatorPlate.cs
- Shows and hides tutorial text when the player or echo enters or exits a trigger zone.
Links
Kenney input prompts:
ElvGames:
Get Re:Action
Re:Action
More posts
- DevLog #6 Testing Session Look back3 days ago
- DevLog #5 User interface / polish3 days ago
- QuickStart User Guide6 days ago
- Game Testing13 days ago
- Devlog #4 Presentation / Graphics17 days ago
- Devlog #3 Enemies / Interaction / Puzzles24 days ago
- Devlog #2 Basic Level Blocking31 days ago
- Devlog #1 Player Movement32 days ago
- Concept Devlog55 days ago
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