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