Play-testing and Beta stress

As of this week, we attended the play-testing and most of what we got out of it was really helpful for the team. This week has all been focused around either things that were to change be for the play-testing but we did not have time for or feedback we received, most of the feedback was aimed at how the game was played and not what was in the game.

As the feedback was coming in we noticed one very clear thing, the game was very hard for most testers. Since i had only designed the waves last week i hadn’t been able to test them as much as i wanted. so what i did was i removed one or two enemies from different waves and tried the game again. In the picture you see a wave that used to have four enemies and now only have one of each kind to make it easier for the player. And also make it so the game feels fair since a lot of the feedback that we received concerned that it wasn’t fair towards the player to have that few options to complete a level and no way to regain health.

Which brings me into the new and last additions that we have made to the game. This week we updated the UI as seen in the picture, we added a score counter, a clear indicator of the health-bar. And for new artifact we added health packs, we did this because we felt that giving the player multiple ways of surviving a wave would make them feel better about their performance. So far we have seen that this makes it easier to reach higher waves and easier to mange more enemies. In the end, we feel that adding the health packs was the right decision.

So, at the end of the week, what i have done this week has more been balancing and reviewing than to work on something new or bring up new artifacts for the group to review and implement. Hopefully this was somewhat clear.

Hope to see you back here next week!

May the force be with you !

Philip Hagberg Enea

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About Philip Hagberg Enea

2016 Game Design