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Concept Exploration (sketch model) Reviews
Home > Assignments > Concept exploration results > Reviews for The Acrobat Storyboard


 Storyboard Experience
Average Rating
 
Client 1:
Reviewer 2:
Reviewer 3:
Reviewer 4:
Reviewer 5:
Reviewer 6:
Reviewer 7:
Reviewer 8:
1-marginal     2-ok    3-good     4-very good    5-outstanding

Feedback on experience depicted in the storyboard as an Open World Experience

Client 1:

This game sounds like it would be a lot of fun to play. We have a very similar one under active development right now.

Question: what prevents one person from holding down the pressure pad until two group members get to their switches, then navigating their own path without that benefit? This would reduce the difficulty of the room by over half, and I would bet that most groups think that that's what is intended.

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Reviewer 2:

I like the laser beam avoidance gag - it integrates well into the theme and definitely is a really fun core gag.

First of all, I don't think using a pressure plate is the best way to do this - 5 Wits said they don't really want to put things on the floor for cost and complexity's sake. I also don't think the light/dark room concept really adds much to the gag, why can't the targets just be apparent from the start and the players have to touch them? The invisible targets seem to make it too difficult and perhaps frustrating.

One other concern I have is that when you win the game, the victory is blunted a bit by the fact that you can't really take the goblet - it's a little anticlimactic. Maybe the police could arrive and you have to escape quickly?

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Reviewer 3:

Why is the museum background a projections? Wouldn't the hero's heads blot out parts of it as they move around the room?

Have you gotten the chance to play test it? How hard is the puzzle? How are all players engaged? You can push the button once, get the code, leave the room dark and navigate very easily using phone flashlights if necessary.

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Reviewer 4:

If the story is written in narrative style, it can be easier to be understood.

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Reviewer 5:

One of my stories also included a darkened room and one critique I had was to remember that these rooms will have no ceiling so it might be difficult to get the room as "dark" as you want it to be. Especially if it's too light it will be difficult to see the lasers.

Ah, so players can only see the lasers but they can't see the projection ? aka they're mutually exclusive. I can see that becoming very frustrating very quickly but I suppose that's the fun bit.

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Reviewer 6:

I like the idea of memorizing where buttons are and having to navigate through lasers to get to them; it is a nice mental and physical challenge. People really do like to try to acrobat their way through lasers and I think this room could be really exciting because of that. However, this storyboard does not convey the experience all that clearly and I had to read through it a few times to understand what was going on or some crucial details of the game. For example, how do players ever fail the game? How will the players sense the button when they are close enough to the wall to touch it and remember the spot, and what is the feedback to the player when they have hit the button?

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Reviewer 7:

This experience combines a physical challenge with a spacial memory game as well as team work as I expect sometimes one player will stay at the floor switch, turning on and off the lasers as the other players move through the room.

It might be worth considering another way to signal the room has been won. Revealing the goblet signals the players to take the item and then there is the issue of resetting and removing items from the room. Once all three buttons have been pused maybe the location of the exit door is revealed or signaled to.

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Reviewer 8:

The storyboard is interesting, but maybe it can be made a little bit more challenging. I like the projection effect, and it would be cool if you also incorporate projection mapping, where you are projecting on curved surfaces, and where the projection is dynamic rather than static.

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