Playtesting…1..2..3…
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Alpha and Beta presentations are done and the clock is ticking for the final submission. Every group has implemented most of the assets and now the final polishing is underway. Like others, we are almost done, only left with a few tweaks and bug fixing. Playtesting had played a very crucial role in the development of the game “Fear is in me”. The first playtest was an utter failure. In the first playtest session before the alpha presentation, our group could not even put up the game for other people to playtest because of the sudden crash that happened just hours before we start. we were getting frustrated at the beginning but we knew what comes first and needs to be done. So we left the playtesting session, sat down altogether, figured out what was behind the problem and finally were able to fix it at the end of the day. Even though we could not playtest it and gather data which could have helped us a lot before the alpha presentation, we did countless test drives ourselves. Trying to figure out how it would look from another person’s perspective, we knew right away that we did not have enough to show yet. Personally to me, it felt it could barely be able to pass the alpha even though it did in the end. Then came the second playtesting session. This time, we were ready. Ready with more things implemented in the game than last time. There was no technical error, no crucial problems and we had the full playtesting session to gather a good number of feedbacks too. When we started dissecting the feedbacks, some of them hit us pretty hard. Some were really good and full of constructive criticisms which pointed out some really obvious mistakes like battery bugs and player characteristics which we overlooked in the beginning. Some of the feedbacks were encouraging as they explained which parts of the game we did good but in all of these, there were a number of feedbacks which were downright hateful. There was no criticism but just some hate comments regarding how some people did not like anything that was done by the group. It was kind of surprising but we handled it pretty quick and took it positively. We knew from the beginning that it is not possible to satisfy everyone’s needs. We worked hard after the playtest and took in all the good suggestions and constructive criticisms we got from it which made our game a lot better when we presented it during the beta presentation. And now once the final bell rings, I have high hopes that our game will shine through the dark shadows among many other games and I am proud of being a part of the group who are making it.
Thank you for reading, hope you are having a good one. |