Milestone 5 — Beta
During this milestone, our team focused on developing the Beta version of the game by expanding our content and refining several core systems introduced in earlier iterations. A major accomplishment was the design and creation of the second level, which builds directly on the mechanics established in level one while increasing complexity and encouraging stronger coordination between the Maker and the Mover. The goal was to create a more engaging experience that challenges players to apply what they have learned in new ways, without making the difficulty feel overwhelming or unfair. In parallel with level design, we implemented a new interval-based reward system to improve player engagement throughout gameplay rather than relying solely on end-of-level feedback. We also introduced hotkeys for the Maker’s controls, making interactions faster and more intuitive, and added an anti-cheat stun feature to prevent players from exploiting unintended mechanics and bypassing designed challenges.
My contributions during this milestone were centered on both design input and system implementation. I helped inform the design of level two by thinking through how the pacing and difficulty should evolve from the first level, as well as how new challenges could be introduced in a way that still feels cohesive with the existing gameplay loop. A key part of my work was designing and implementing the new interval-based reward system. This system delivers variable anti-cheat dialogue at fixed intervals, providing players with consistent feedback as they progress through the level. The intention behind this was to reinforce player actions, maintain engagement, and integrate feedback more naturally into the gameplay experience. By tying the reward system to anti-cheat dialogue, it also supports the broader goal of guiding player behavior without making restrictions feel overly rigid.
Reflecting on this milestone, there are still several areas that need further refinement. The UI and level selector, while functional, still require additional polish to feel more cohesive and intuitive. Improving the visual clarity and organization of these elements will be important for creating a smoother player experience. Additionally, dialogue in level two has not yet been fully implemented, and the way it is currently delivered could be improved. Ideally, dialogue should feel more integrated into the gameplay rather than appearing as a separate or disruptive element. Continuing to refine how information is communicated to players, alongside further visual and system polish, will be an important focus moving into the next stage of development.