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June 9th - Final Playtesting and Postmortem

This was the final full week of development for our game. World building was done, and we ended up with four main levels that came after the simple movement tutorial: Retro Future (introduction), Middle Ages Castle, Ancient Egypt, and Retro Future (City).


The enemy Artificial Intelligence tracking script was produced by Gio, which allowed for the enemies large and small to chase after the player on a Unity NavMesh. Luc put his efforts into the game mechanic scripts, intro animations and level/world development, including the level him and Chance brainstormed on together (Retro Future City). Chance worked on design, including the website design/content creation and logo design.


Our final version of Time Hopper can be found at:


Overall, the two biggest takeaways we got from the playtesting feedback were:

- Players were happy with the exploration of the levels and the amount of details and things to discover that there is

- Camera movement needs more work (experienced gamers said that it was sufficient, but less experienced gamers or non-gamers had difficulty)


Looking back on the project, there are still bugs and mal-features that need to be improved on, but with the limited time for the project we are happy with the product we ended up with. Some examples of things we'd like to work on and fix with more time would be adding smooth free-panning camera movement, and better fitting text in game that is more pleasing to look at (both UI elements and tutorial text).








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