Heuristics

The following Heuristics where applied to the game in order to help the design.

Visibility of the system status
The prototype doesn't have loading sections since is very small.

When the player picks a collectable it is shown on screen that they have in fact picked it up and is in their inventory.

Match between the system and the real world
Even though one of the themes is the surrealism of the world there's still matching things inside the game such as:


 * Being close to the NPC to talk to them.
 * When grabing an object their Vertical looking is slowed like when carrying a relative big object.

User control and freedom
Once the player picks a collectable they have it forever, however it's up to them to decide if they put it in the pedestal at the last zone to get a different ending.

Since there's no timelimit nor punishment for failing players can take as long as they want to complete the puzzle without fear of failing and starting over, there's no threat to the player making the entire map a save space.

Consistency and standars
Movement is with the typical W,A,S,D controls as well as controlling the camera with the mouse like with every First Person game on PC.

Grabing objects is with the E key as is mostly associated with interacting with objects.

Talking to NPCs and placing the collectables on their pedestal is done with the F key another key associated with interaction.

Error prevention
There's no possible way to restart the puzzle so if the player is too confused the only solution they have is either leaving the game for a while or restart the game.

As well with the endings once the player pases through the door there's no message to confirm if they want to quit.

Recogniction rather than recall
Since the player needs to find the three collectables to get the Ending B a list showing how much they have will appear when the game is paused.

Flexibility and efficiency of use
In later builds if cutscenes are added there will be a skip funtion.