P2 Refined Prototype

Link to Twine game: file:///Users/evelynhur/Downloads/Lab%20Notes.html (Best on 200% zoom)

Playtest 3 (with Version 3)

Feedback / Issue Changes to be Made
Felt one of the routes was too short (ended in <5 mins with a dissatisfying ending)  Ensured all paths are at least 5 minutes long / don’t lead to dead end
Wished there was more context that reveals hints about the player learning about it being a lab rabbit In the beginning, add a scene where a tattoo ID is stamped on the rabbit (players’) ears. The player catches its reflection of the tattooed ink on a glass window. 
Felt that some of the escape scenes were unrealistic and a little gimmicky (felt more like an action story which made it hard to empathize with lab animals in real life) Instead of more happy endings with escape scenes, consider sad endings where the POV switches to the lab scientists disposing of the dead lab rabbit (the player). Consider doing this via conversation (e.g. “Whatever happened to lab rabbit AS1949?…” “It died… it’s being incinerated right now”) 
Too many loops to the same scene. Sometimes it doesn’t make sense because it introduces the scene as if you haven’t visited it before (e.g. in Observation Room) Create cases based on the number of times visited to a particular passage. E.g. In first visit to Observation room, describe the surroundings. In second visit to Observation Room, describe new details/POV change. 

 

Playtest Questions for teaching team

  • I’m considering changing most of the endings to sad endings where the player (rabbit) dies to develop more empathy. The escaping route also feels a little unrealistic/gimmicky, making it hard for the player to empathize with animal testing. Do you have any thoughts on this?
  • For the style/UI, I’m planning to make the screen blue or green since rabbits have dichromatic vision (can only see blue/green). I’m also considering having different fonts for when the rabbit (player) sees handwritten human notes (in a handwriting font). Do you have any other suggestions?
  • I’m considering removing more loops and adding more new scenes since some of my routes are really short (<5 mins). Do you have any advice on this?
  • I’m considering adding more scenes where there aren’t any consequences (e.g. just descriptive scenes with a “next” button or only one option) because the player (rabbit) is limited in its actions (can’t fight humans or make a very elaborately planned escape) How do you suggest balancing no-consequence vs. consequence actions?

About the author

Leave a Reply

This site uses Akismet to reduce spam. Learn how your comment data is processed.