5. How did playtesting help us in our development of our game?

Since the start of our project we have had two playtesting sessions with the rest of the Game design students where we tried out each others games and give each other helpful information. We met in a big classroom and set our game and a form with questions up before we started to mingle around trying out other groups work.

Both of the sessions could have been helpful for our project but sadly we had to drop of the the first session due to some problem we had with our game. We managed to have some mayor buggs which we had no idea how and why they just showed up. We used the day looking at others games but also worked with solving the problems we had with the game. We later found out that it was because of the collaborative mode in Unity that somehow made the game a bugged mess.

The second playtesting however gave us a whole lot more. We got much useful critiques and with that many new ideas of how to improve the game bloomed. Since we did not have much sound added to the game we got some saying that it was kinda unclear what was happening but we figured out that just the adding of sounds would help the player understand what and when things happens.

By using the answers the play testers left for us in our form we got a better understanding of how they felt why playing and that why if the had the feelings we wanted them to have while playing. Did they feel forced to move upwards? How was the difference between the power up of the weapon aka flashlight? Did they have an understanding of what was happening?

We also got an understanding of how the testers felt with the balance and the idea of the game which helped us do some minor changes to the movement of the playable character and the spawning of enemies and droprate of the power up’s. Overall having playtesters try the game out helped us a lot during the development of the game.

About Sofie Lindberg

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