The only thing I did for the prototype is to edit a bit the level so it can be played more effectively somehow (i.e. you cannot fall in any abyss :) ... unless you encounter a bug)
But I got some ideas for a better user experience.
- Help items. I've noticed that when I show the game to my friends they are like "ok what do I do now?" So I thought of help signs near the level objectives that explain using icons what needs to be done, e.g. icon of exploder, grenade and down-arrow showing where it needs to be placed. When the player moves the avatar near the help sign, a text blob together with bigger icons will be displayed and also what key needs to be pressed.
- Improved in-game chat. Somewhere on the screen there will be overlayed the faces of the characters being controlled. When someone types something in the chat field, a text bubble is shown near the face of whoever talked and will fade out after a while. This will save some space hopefully for not having a chat window always being displayed. Ofcourse there will be a history button to see what was said if you missed some speed while doing some action.
- Objectives shown at start of level. When the level is loaded, the level is panned smoothly over each objective and in the order in which they need to be done. And finally it will pan to the exit area and after a while it will pan back to the start of the level. This should give a good idea of what needs to be done in this level. Ofcourse this should be done only for the initial levels. As the game will progress, the players will need to discover by themselves what needs to be done.