# Week 6 (10/21/2020)

While conducting our playtests, we were able to clearly see that the direction that the development process is heading is a good one, and the many of the concerns raised by the playtesters validated our assumptions. Certain others, like the ones about visual clarity (in general and to distinguish the moths) and the restrictions of the control scheme did not necessarily knock the wind out of our sails, but definitely made it easier to see what the finished product would look and feel like.

As the design and project manager, I am responsible for the game design and level design for the project. After doing the in-class exercise of designing escalating difficulty in a game with specific enemy archetypes, I have been devising a taxonomy for the enemies that exist in Light After Death. The enemies have a range of speed and motion, from static to extremely quick, and interacting with certain "enemies" (like the sources of light) is essential to the player's survival in the game (to avoid running out of visibility, which will cause The Moth to die).

With the development of The Moth's set of requirements nearing completion, we can start developing prefabs for enemies, with their own internal rulesets and finite state machines, and placing them in the level to fine tune the difficulty curve as it relates to the resurrection mechanic. This week, I will be focusing on the latter, and ensuring that the difficulty makes sense, the resurrection feels rewarding, and the message of the game we wanted to communicate at the outset of the project is being successfully received by the player.