Playtesting

Hello reader and welcome to my third blog post!

This week my main focus has been on playtesting our game since the tasks that need to be done now are very programming or graphics oriented, something I am quite useless in. So I have sepnt a few hours playing the game and giving feedback to the programmers on how everything feels so that the game that we bring to the ”official” playtesting on monday is better than the one that we had last time. The things I have mainly tried to focus on is the feedback from the game, something that people mentioned at our latest playtesting session. At that point we did not really have any feedback from the game because those animations had not yet been implemented. There was no feedback from when the enemies took damage and no feedback when the playable character took damage either. Both of these things makes the game very boring and it does not really feel like you are doing anything. It does not feel like anything is happening on screen, no satisfaction from getting a hit on an enemy and so on.

The second thing that we also had a lot of comments on at the last playtesting session was the controls. They were a bit hard to understand at first for people who were not aware of them and they did not work very well with what we wanted to achieve. The shooting became a lot harder and you had to concentrate a lot. The controls were basically the controls you would expect from a 3D game, but in a 2D game, if that makes any sense. So we have tried to come up with controls that works better with the type of game that we are actually producing, since controls play a large part in the experience of a game. I know that I myself have stopped playing certain games just because I do not like the controls or the feel of them. Hopefully we have succeeded in finding something that works!

That is it for now. See you next week!

Oskar Nolstedt

gamesurvey

About Oskar Nolstedt

2016 Project Management