The process of my changes, alterations and reflection of game:
After having tested out my game with character and antagonists, I had to re-think the plot and concept of my game as the concept and the plot did not really match up as well as I wanted it too. Although, I did find having my main characters problems turn into characters and invade her place an interesting idea, I did not think it felt appropriate if my game was suppose to bring peace to the user.
After realising this, I had to re-think about the user experience and how I could incorporate the feeling of relaxation and ease to the game. I also had to rethink a bit of the graphics, just to make it simpler for the user to see. But I decided to keep the colour palettes as it felt quite calming already.
Background Changes:



With the background, I decided to keep it how it is but rather than adding more to the background, I ended up removing items like the plants and park tables to keep it more minimal and less busy when the user is playing it. Moreover, I’ve also removed the tables and detailed plants because I’ve decided to take a poetic approach and use my typeface that I had made in studio. In saying this, I did not want to distract the user with too many elements for the typeface alone had lots of detail.
Typeface Concept:

So with my level game design, I decided to do a sentence which relates to the concept of de-stressing (through nature.) Also, in the future if I were to do more level designs, I would do more sentences that are reminders about staying calm, slowing down etc . Through this alteration process, I was able to make my concept more clear as well as by changing the concept and plot of the game (by removing the antagonists,) it really started to feel like a relaxing and de-stressing game as it didn’t involve any enemies and any violence. It really started to feel like a poetic approach which correlates to the work I am doing in studio about Lake Panorama too which is really good because it shows that connection between the two papers.
More screenshots of my game in Unity 3D:



(The last picture was when I was questioning whether to have the antagonist characters or not since I had included and decided to take a poetic approach.)
Here I played around with the size and the placement of the words and questioned whether to keep them close together or further apart. In the end I decided to keep them a bit a part so that the game was not super easy and it still allowed a bit of challenge for the user but nothing too difficult as it is a game for de-stressing.
Future/ developments: In the future, I think I could have made the word slightly smaller so that they would be able to see the whole sentence in the end of the game and or have changed the game size of the main camera. Because I had only realised after having made my game and presentation. But I still think that this game had a better plot and concept than my original one which involved antagonists.