Post-Mortem: What a Second Iterative Loop Would Entail


Pizza Panic was created over the course of 3 weeks as a class assignment. Because of this, several features were incomplete or left out due to time restraints. A large core of the gameplay concept was stealth, which is currently incomplete in the projects current build. As it stands, the killer NPC's are too oppressive because the player cannot hide from them effectively. They also can hear the player from very far away, even while the player is crouching or a floor beneath them. 

If a second iterative loop were to be completed for this game, the stealth mechanic would see major overhaul. First and foremost, the hiding mechanic would be known to the player! As it stands, there is no indicator to show the player that hiding behind objects will obscure them from view. Crouching would also be given a purpose by reducing the radius of the player's footstep sounds while crouching. This would make sneaking behind NPC's easier and allow players to get to the doors more effectively. Right now, there is also a bug where when hiding, the NPC's will run to the player's last seen location (before hiding) and then run away instead of killing them. The idea was that if the killer last saw the player within a specific radius of the hide location, they would be able to kill the player since they saw them enter the spot. Right now though, even if the NPC doesn't see the player enter the hiding spot, they will still walk to that location. This would need to be fixed up to feel more immersive. The map is also smaller than planned, so the player runs into NPC's more often that we intended. Originally, there were going to be 4 floors, but we settled on 2 due to time constraints.

Besides stealth, we also had the idea to implement additional tasks that are assigned randomly. This would allow multiple timers to be going off at the same time, which would add to the player's stress and stack on more to manage. This would add to the stress-management factor and add to the intended essential experience of the game.

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