I would like some feedback on my game’s lobby and what areas can be improved on (e.g., the walls seem bare, so I am considering adding “big brother” posters). Please be constructive in your feedback
The setting takes place in the futuristic office, relating to my game’s storyline.
Here is the game link if you want an in-depth look: Game Link (there are free private servers if you wish to have a look around without other players starting the round)
I’m not an expert on building, so please take this with a grain of salt. You could possibly do more with the ceilings, some ideas that come to my mind is Ceiling tiles, and hang the lights to match the design with the vents.
The walls themselves seemed okay, if you wanted to put a few posters up that would be up to you.
I’m not sure why, but these doors feel off, it could possibly have to do with wood grain, but I’m not 100% sure. consider looking at these doors, minimal design would probably be fine. I feel like overdoing it here would make the doors feel out of place when compared with the walls.
In terms of lobby UX, Players can interact with Cloe via proximity prompt, which is good, however walking away doesn’t cancel the interaction and such interaction isn’t cancelled with round start.
Continuing on, the simulation in the VR room is engaged by stepping on a VR headset, whereas interacting with Cloe is via proximity prompt, consider using a proximity prompt to start the simulation. I also kind of expected something to happen when I went into what I am calling the VR Pod. (such as a proximity prompt.) I wouldn’t have even known there was a simulation if I didn’t continue looking around after nothing happened in the pod.
This looks pretty detailed, so great job on that! Other developers before me had already pointed out what I wanted to suggest, so just keep on improving the lobby!