# Week 11

This week we had the chance to playtest with real industry professionals and their suggestions were absolutely top tier as can be expected. With some very good points, we took their words of wisdom and did out best to bring them to life.

# Professional Advice

One thing mentioned was a difficulty discerning the player moths from the ghost moths. While we had already created a semi-transparent material for the ghost moths, this was still not enough to distinguish them when they were together. It was mentioned that flight trails could help alleviate this so I got to work implementing a pair of them would follow the path of the moth’s two wings. It was also stated that have th enemies retarget the ghost moths instead of the player during subsequent plays was not quite obvious and they had trouble learning the mechanic organically. To fix this I made two changes. First, I place the ghost moths 1 second ahead of the player so that they can clearly see the ghost moths, where they go, and the enemies that attack them. Second, I made the enemies that target ghost moths turn semi-transparent just like the ghost moths and disable their hit box. Now the player can fly through these ghost enemies without fear of dying and the sacrificing your moths by dying induces a much more significant advantage in the game

Finally, I also updated the spawn screen according to mock-ups created by Sandy and fixed an annoying bug where spam-clicking the screen would spawn lots of players.

# Not All That Shimmers is Gold

We’re close but we still have a few key things we want in the final version of this game which include:

  • Saved state
  • Fly swatters
  • Rating System for pars