Assessment 2 Greybox
Timber Quest is an immersive and engaging game that puts players in the sturdy boots of Jack Timber, a skilled lumberjack on a quest to build the ultimate wooden cabin. Players will embark on an epic journey through dense forests, treacherous terrains, and mystical landscapes to gather resources and master the art of woodcutting.
This game was built using sound User Experience (UX) principles. First and foremost is consistency to ensure gameplay remains consistent from one scene to the other. User controls ensure players can easily navigate through the lush forests, swing their axe with precision, and collect wood with a simple and responsive interface. Easy navigation with bold yet simple buttons allows for smooth and effortless usability. Finally is the user feedback the player receives while playing the game, with a mixture of stunning visual features, beautiful sounds, and tactile responses that only add to a positive UX when playing Timber Quest.
Timber Quest aims to deliver a seamless and enjoyable gaming experience by combining a compelling storyline with intuitive controls, stunning visuals, and thoughtful game mechanics. Timber Quest offers an accessible and entertaining journey into the heart of the forest.
Status | In development |
Platforms | HTML5 |
Author | swhite54 |
Genre | Survival |
Made with | Unity |
Comments
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Nice work with your prototype Sam, and well done with adding the “Timber look” UI panel on the menu scene.
It’s great to see that you have considered the usage requirements of mobile users in regard to the UI/buttons used throughout the game. By designing the UI/buttons to be large (With large text font as well), it makes the buttons easy to see and press which essentially assists with the overall ease of functionality for the game.
A minor issue I did find is regarding the lack of visual separation with the game scenes buttons/environment. With these buttons not having a UI panel behind them, it makes the buttons slightly difficult to differentiate them from the environment, which would make it harder for users to differentiate between the buttons and the game environment which would decrease the level of overall accessibility.