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Week 13 – Final Reflection
#finalpostmortem If I could redo the project, I would start planning levels earlier, build a clearer tutorial system, and spend more time refining mechanics before integrating them. I also would have engaged more closely with readings at the start to better align theory with design.
Overall, I’m satisfied with what I achieved. Brineway became a compact but feature-rich game that reflects my growth throughout the semester. I’ve developed a solid understanding of core design concepts and look forward to applying these in future projects.
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Week 11 – Reflection on Learning
This unit made me more aware of how game systems depend on iteration. I initially believed that game design was mostly about coding and visuals, but I’ve since learned that balance, player feedback, and testing are equally vital.
One of the most valuable insights came from Fullerton’s focus on iterative design. I had to constantly revise my features based on playtesting and reflection, which helped me shape a more cohesive and engaging player experience.
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Week 10 – Playtesting and Feedback
Playtesting revealed a few consistent responses. Players enjoyed the escalation in difficulty and felt the scoring system was fair. However, many said the dash ability made escaping too easy. Based on this, I reduced the boost duration and increased its cooldown time.
Another issue was the lack of a reset or pause screen. I added a simple retry screen for when lives reach zero and adjusted the end-of-level sequence to include clearer transitions.
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Week 9 – Final Level and Scaling
#postmortem The final level is designed as a survival challenge featuring glacier obstacles, frequent monster waves, and environmental hazards. It serves as the game’s climax, requiring all previously introduced skills.
Adjusting the difficulty was challenging, especially in terms of damage values (1 hit from rocks, 2 from tides, 3 from fireballs). While some mechanics are still unpolished, the balance between tension and fairness has improved overall.
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Week 8 – Interface and Guidance
I created a basic UI that displays player lives, score, and fuel levels. I chose a minimal design to avoid screen clutter. I also introduced visual feedback when the player takes damage or eliminates threats.
One persistent issue was players forgetting the controls. I plan to add a brief instructional screen or animation at the start of gameplay to resolve this. These refinements were minor but significantly improved the user experience.
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Week 7 – Balancing Collection and Fuel
The gem collection system was redesigned to limit players to one gem at a time. This change added a strategic layer to the gameplay, as players had to decide when to return to fuel stations. I also created "dummy" gems with no value, which added a slight risk element to the collection mechanic.
Playtesting highlighted contrasting views—some wanted faster fuel gain, while others found the mechanics punishing. This helped me re-evaluate how different player types interpret difficulty and reward.
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Week 6 – Expanding Mechanics
This week, I designed the second level, which includes new hazards such as tidal waves, falling ice, and monster attacks. I added invisible triggers that spawn these elements in waves as players progress.
A takeaway from Fullerton’s discussion on “choice under pressure” influenced this stage. I aimed to introduce multiple simultaneous threats that force players to make strategic movement decisions quickly. Although difficult to balance, this added intensity and challenge.
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Week 5 – Postmortem + Changes
#postmortem What worked: - Core mechanics feel solid. The missile system adds a satisfying layer to gameplay. - Health/life system feels fair and intuitive. What didn’t: - Some players were confused about how fuel stations worked. No clear visual cue = frustration. Reading tie-in: Fullerton’s section on feedback helped. I’m adding subtle glow indicators to active fuel stations and using sound effects when gems are collected for instant feedback.
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week 3 & 4
During Week 3 and 4, I explored the basics of game development using the provided tutorials and resources on Canvas. I spent time understanding how GDevelop works and also checked out Unity to see which engine suits my game better. Since my project is a sea survival game called Brineway, I’ve been thinking about how to bring in features like boat movement, gem collection, and environmental hazards. It was a bit challenging at first, especially figuring out how to make the movement feel smooth, but it’s been exciting to see how ideas start turning into something playable. I’m looking forward to building the first prototype soon and experimenting with things like level difficulty and enemy mechanics.
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Elevator Pitch
Brineway is a level-based sea survival game where players sail through a cursed ocean in armored boats. Along the way, they collect gems to earn points and refuel, avoid fake gems, and survive dangerous obstacles like rocks, monster attacks, and enemy missiles. Only the top players progress, and the final level decides the ultimate survivor.
Why it’s interesting: This game flips the usual “hero wins” idea. Just because the big enemy is gone doesn’t mean the world is safe. The sea is still deadly, and the real battle is surviving what comes after. Each level feels different, with harder enemies and harder choices.
Target Audience: Ages 13+, especially players who enjoy action, strategy, and competitive survival gameplay.
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About Me
I’m Pavani, Donepudi (Student number: 11436964), studying a third-year Bachelor of Information systems at QUT with a minor in Game Design. I enrolled in IGB120 because I’m eager to explore how games can be more than just entertainment- they’re powerful experiences that blend technology, creativity, and storytelling. While my main studies focus on programming and computational thinking, user experience, I’m passionate about diving deeper into the player experience and understanding what truly makes a game fun and engaging.
Through this unit, I aim to develop a strong foundation in player-centric design, rapid prototyping, and balancing gameplay mechanics. I’m especially looking forward to experimenting with tools like GDevelop and applying design thinking to craft interactive and emotionally resonant gaming experiences. This blog will serve as a personal record of my creative journey, showcasing the prototypes I build and the insights I gather along the way.
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