Kangaroo Hotel (Kevin)


Game Devlog #1


  1. In your area, what were your team's goals for the past week?

We conceptualized in detail how each interaction will work in the game, planned out a mood board & theme, Miro board and playtesting, presented our ideas to the class and received feedback. 

  1. In your area, which of these goals have been accomplished by the team?

We are organizing our ideas and collaboration efforts in google doc & discord, and we've stayed on track which was our goal.

  1. In your area, what are the team's goals for next week?

We are building the game more themically, and really narrowing down a color for our hotel, Unity project will be created

  1. As an individual, what have you accomplished in the past week?

Printed our the mechanical prototypes and presented it in class, Nathan printed the customers, made mood board Miro board, Kevin printed the desk and player, worked on the slides for in person presentation and made the presentation flow, Aaroon play tested and made our itch page and mood board. 

  1. As an individual, what will you accomplish by next week to stay on time?

We are working on our digital prototype which is the most challenging

  1. As an individual, what will you need to learn to accomplish these goals?

We need to learn unity and learn how to work on our projects remotely. 

  1. You must have at least 1 visual aid per WDL (diagrams, sketches, screenshots, etc.).

We made the Moodboard, Miroboard, and uploaded the images to the itchpage screenshot. 

  1. What were you playtesting? For example, an analog prototype with a description, a specific level of the alpha build, etc.

We are trying to see what feels better, clicking on the customer or forming a chain to solve a puzzle like interaction. 

We play tested the mechanical prototype and refined it further. 

  1. What did you want to learn through this playtest? We learn how to change the interactions a bit items and customers, clicking on them/ forming a chain to complete several icons.
  2. Who were your playtesters? Do they represent your target audience? We presented in class and peers provided feedback
  3. What did you observe? What did you see when they were playing? Did they interact the way you expected? It was challenging 
  4. What questions did you ask your playtesters after they played the game? They understood the game but felt it was too simple
  5. What feedback did you receive from your players? It was too simple and we need to build on the interactions more
  6. What, if anything, will you do with that feedback? Did you learn anything? We are working on our mechanical prototype to feel less simple and more engaging. 

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