Playtesting

For our shoot ‘em up game we have had different play testing where we have shown our game for the other students and had them play it and come with feedback to help improve and see what flaws we have missed in the process of making the game.

It starts with we make the player play through the game, just explaining the controls and keep it very simple so the player can figure out without any instructions. After they have played we ask them x amount of questions and what they though, and what they have for comments. When they are playing and afterwards we always took notes of their comments and feedback to later discuss the different issues and flaws the players saw in the game and what we should change and how.

Health

On our first playtesting we got a lot of different feedback on how we should improve the game, some though the game was to hard and some others thought it was easy which made us decide to have two different difficult levels, one easy mode and one normal mode there the difference would be on easy mode a laser sight and +100 HP, because we didn’t want to adjust just after one target group. The players who thought the game was easy was all experienced gamers who was used to high passed and stressful games. While the player who thought it was hard was more used to slow games with less controls.

Play testing helped us understand the things we missed during through out the production. We changed so much after the different play test. We change how fast the enemies moves, first we had many that was spread out on the whole screen and the player needed to shoot extremely fast to even hit half of them, so we change so they moved in formations at five and stared slow and then accelerate when the comes closer to the player, that made it easier for the player to react on them and be able to defend the avatar. We got a lot of comments about the controls, they were completely wrong and hard for the player to get a rhythm.

In our other play testing we got more comments about the level, we didn’t have a level at that time so the players came with suggestions how we could make the different levels with that have different waves of enemies and make the game more and more harder the further you come. A new thing we notice that more players enjoyed it and many replayed it around five times and got exited when they killed the enemies and got further in the game, we had made progress!

Our game looks nothing alike as we had plan it from the begging thanks to the play testing, they helped us get a new perspective on our game.

 

About Eira Saastamoinen

2017 Game Design