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Thanks for the playtest, I've gathered much valuable feedback and experience for making this game more fun and enjoyable.

Currently, we have the following main issues:

  • Ghost kill not enjoyable: Kill attempts feel more like starting combat rather than a silent kill, the combat time to kill is decent and relatively short, but as a ghost player, we want more of a "murder" experience rather than a "battle".
  • Game Map environment is not very comfy to play in: Too many redundant objects spread all over the map, they work fine as a decoloration for the map to make it more realistic, but this is very easy to cause visual fatigue especially when players have to constantly pay attention to the environment to find the name clue and money. 
  • Cabinet opening animation is unacceptably annoying: cabinet doors open towards the player's camera and the drawer is way too tall than a convenient height. And collecting a pitiful amount of money in these cabinets is becoming a tedious job rather than the original idea of filling with excitement and satifaction.
  • Weapon workshop experience is too regular: The cost for making a weapon is a bit intimidating and also fades the fun of crafting an epic gun. I want players to feel more excitement through the process of getting a weapon. More excitement. 
  • Network bug still exists: This is mostly due to the design changes through the development, I've made too many changes to the design, but the code was not originally structured for this particular game flow. It's getting a little bit messy and needs some attention.

And of cause, it's much easier to find a solution after identifying these issues clearly. I will be pushing the following changes in the next incoming week:

  • Adding a one-hit kill trigger backstab function: For ghost players to commit their cunning murder kill. But this action is also very risky as if anyone saw you doing this, you are exposed.
  • Adding back-stab bonus damage for shooting from behind: Same deal, this will encourage players to plan for the kill rather than doing braindead gun battle.
  • Removing redundant objects and cleaning up the scene: The room size and layout are actually just fine, let's start by removing all these useless documents, folders, books all over places, this is too messy for a game that requires players to find small items.
  • Use a loot box system similar to Apex Legend to replace the old cabinet economy system: The weapons are no longer only crafted, they can be randomly dropped from loot boxes, and the box opening animation should be simple and clean, no more "door slamming towards you" visual experience. And this also adds more fun with RNG and unpredictable results, every box is a little surprise.  
  • Re-write the game manager code structure to eliminate game-breaking bugs: This won't take very long, I just need to re-organize the code structure and put the functions in the right places. 

To be honest, I'm not very happy with this project's current state. It is fun to play but not even close to the point I originally planned. I hope making analysis and changes like this will gradually improve the quality of the game and make it a dominating game world in VRChat in the future.  



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