u/Ashamed-Stand3432

I finally understood: players never play the way developers expect

I finally understood: players never play the way developers expect

Hey everyone, back with another embarrassing gamedev facepalm. Hopefully you get a laugh out of my pain, and maybe avoid doing this yourself.

So, I added a lock-on system to my horror game to make the combat sections a bit more manageable. Turns out, literally nobody uses it. Every Let's Play I've watched, players just panic and start blasting immediately. I guess when a monster is rushing you, reading text tutorials goes right out the window.

text tutrial

lock-on body

For a while, I didn't even think it was an issue. I actually convinced myself that the frantic, non-locked-on combat made the game feel more intense and immersive.

Then I watched this run:

https://www.youtube.com/watch?v=ri0T11XNwck&t=2962s

This poor M&K (mouse and keyboard) player spent a painful amount of time just mag-dumping straight into the final boss’s head.

The kicker? I forgot to put a hitbox on the head.

Throw in a phase 2 model change, and the whole fight turned into an absolute clusterfuck. Watching it was a rollercoaster of laughing out loud and wanting to crawl into a hole and die of embarrassment. Honestly, massive respect to that YouTuber for not rage-quitting and actually finishing the game.

The stupidest part is exactly why this bug made it to release. I had scaled the boss up by 1.4x late in development. But because of my own dev tunnel vision, I never noticed the missing hitbox. Why? Because I always test with a controller, I always use my own lock-on mechanic, and it naturally aims for center mass instead of the head.

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u/Ashamed-Stand3432 — 15 days ago
▲ 4 r/gamedesign+2 crossposts

The realization:

I recently saw a gameplay video of my game. The player walked past the "1C Door" three times without even realizing it was an entrance.

The Problem:

Despite the text hints, the environment didn't "point" to the goal.

You can see the struggle here:

https://youtu.be/1llaBNyNCgI?t=645

(From 10:49 to 19:49)

walked past ...

The Fix:

I've added new visual cues to make the path more intuitive.

Before: The entrance was too dark

After: Added lighting and environmental cues

What do you think? Does the new version look clear enough?

Are there any other visual red flags you notice in the gameplay clip?

I'm all ears for more feedback!

reddit.com
u/Ashamed-Stand3432 — 14 days ago