Andrew Feedback 9_9_25 - AlexisBliesener/Bewitched GitHub Wiki

Andrew Notes – 9/9/25

Camera Feedback

  • Camera sensitivity is too high
  • Camera position is too high
  • Vertical movement is too fast
  • Acceleration feels too high
  • Camera smoothness needs fixing
  • Field of view is currently too high
  • Perspective issue: can’t rotate to see character from the front
  • Front of the player is more visually interesting than the back, but the camera is locked behind
  • Overall, camera is uncomfortable/hard to look at

Game Design Comparisons

  • Final Fantasy XIV → Odd choice as a movement-based reference
    • Open, further-back, free camera, lower to the ground
  • Monster Hunter → Focuses more on positioning and physical placement
    • Less “over-the-shoulder”
    • Where you stand matters most
    • Dodging + avoiding attacks is core
    • Enemy telegraphing is critical

Gameplay & Design Direction

  • Need to define the “feel” of the game
  • Think deeply about minute-to-minute gameplay
  • Clarify what makes enemies and players different
  • Consider skill trees instead of random upgrades
  • Favor orthogonal design (different meaningful options) over parallel design (just “more” of the same)
  • Enemies should have unique uses against other enemies (not just weak/strong)
  • Each single-player game is essentially a puzzle game
  • Each multiplayer game is essentially a strategy game
  • Make switching between enemies more interesting (e.g., goblin shouldn’t just be the “worst” enemy)

Next Steps

  • Decide: pursue AAA style or roguelite style