Playtesting
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Hello reader This week I am writing about how the playtesting has affected our development of the game. Up to this point we have had two playtesting sessions that both have gone well. We had a good number of testers both times with a few more during the first session. Most of the feedback that we have received have been useful and some of it was a bit unclear. During the first playtesting we wanted to see what people generally thought of the game and what they thought of the things we had implemented at that time in the development. We asked the testers to score their first encounter on a scale between one and five and because the average score was four it showed us that the people who tested the game enjoyed what we had done. We also asked what we could improve with the game and the answers were kind of spread out between the different parts that we had implemented but a majority thought that we could improve the controls and how the shields were activated. From that feedback we took a second look at the shield controls and how they were activated and changed that to the current configuration with a timer to full activation instead of an invisible cooldown and moved the controls to a better suited place. During the second playtesting we wanted to see what people thought of the controls with the new features we had implemented and what people thought of the sound and the new enemies. Overall testers rated the controls more spread this time, but a majority still liked the controls. The feedback we got on the controls were that they felt a bit slow and the reload pattern was to easy. The other feedback we got was useful except for the part about our powerup because we forgot to include the controls for it in our temporary tutorial. I think the playtesting have been useful to us while developing because it would tell us if any part felt weird or if we just needed to tune it a little. It also told us if we were on the right path with how we wanted the game to feel as well as telling us if a part was doing the opposite to achieve our goal aesthetic. As a final word I would have to say that our game would not look nor feel like it does now and that is partly because of the playtesting and play testers. Thanks for reading. Isac (08-03-18) |