Playtesting

This weeks post is going to be focused on the playtesting sessions that we have gone through and the information that we received regarding our game. Based on the feedback that we got back from the first playtesting session, we realized that our game was very player friendly. The enemies were easy to kill and the obstacles that we had were not causing any damage to the player when they hit them. We also got feedback regarding our sounds, Mika suggested that we should work on the sound the harpoon makes because if it was the same sound over and over people would get annoyed.

The first playtesting session also helped us realize that we had been focusing more on the mechanics of the game and not so much the aesthetics of the game. We were missing the fog during the first playtesting session and since that is the most important part of the game we decided to focus on that for the following sprints. Seeing other groups versions of Umibozu helped us in deciding how to create the fog for our game.

The first playtesting session helped affected our games development in the sense that it helped us in seeing how we had been putting most of our focus on getting the mechanics to work and in giving our designer and I find the motivation to sit through all of the Alpha presentations.

I know that I have been writing about the first playtesting and how that affected our game development a lot. I was unfortunately absent from the second playtesting session. From what I heard from my group our groups second playtesting session did not go that great. Since we did not have anything that we really wanted to test, the group decided to test the feeling of the level. There were some problems with this since it was suggested that people should play through the whole level without being able to die. Being unable to die in the game changes the overall feeling of the game and the instructors got annoyed with us for this decision ( players will be able to die in the final version).

In the end, I think that the playtesting sessions have helped our games development by helping us become more focused when it comes to our sprints.

 

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About Mija Causey

2017 Project Management