For my first prototype I basically laid the framework of the basic movement and shooting for the game. I chose a somewhat less conventional approach to movement that most larger titles chose to avoid and that reflected in my feedback I received. The movement is very akin to fast paced, super responsive and twitchy PC games. It is very basic without all the polish most people are used to in video game movement (view bobbing, angled camera strafing, etc.). It is a no-nonsense movement scheme that a small group of people enjoy or even prefer. People often said that there was no “weight” to the player movement and that it felt like they were gliding around, and I did anticipate that. While others who had confirmed they have played PC games with twitchy movement and aiming said they enjoyed the movement. I imagine that if I had given them a larger area to move around in and really explore the possibilities of this quickly paced responsiveness, they might have saw what I have envisioned. Another issue is that a large portion of my testers were only vaguely familiar with video games, not to mention video games of this nature, and it showed in their desire for it to feel like something they might have played before. My goal is to make a video game designed with gamer who enjoy a challenge in mind. This sort of edgy approach to game-play it is targeting a niche audience who can handle a challenge and enjoy unforgiving games. I want every choice made by the player to be their own snap decision and I want this to reflect in the game-play one to one. That means fast paced movement, quickly identifying threats, short engagement time, and consequences for failure to do so. I want every movement to be the players own. If they fail, I want it to be on the player, not because they got hung up in some camera animation to make the game look good. What I ultimately learned is that my game is probably going to be for a niche audience and will most likely not test very well as it is inaccessible by nature. I am hoping this inaccessibility does not come from lack of design and instead from a success of design moving forward in executing my vision.