Comment week 5

Hello,

 

I enjoy your fresh take on Umibozu. I’ve got a few pointers regarding the text. You early on specify which game you’re making (you give the reader a quick memory-refresh, summarising the game very concretely and precisely), which is a very appropriate way to start a text. You are clear and specific about what forms of data you were collecting, and mention your results. It would benefit the overall appeal of the post if you included some graphical display of this data collection process, either showing the layout of the questionnaire itself, or perhaps your response statistics, etc. It helps the reader understand better what you are discussing if its shown in its original form.

 

However, I get the impression that this text could reach a little farther to be more meaningful. It’s a detailed account of your processes, but it lacks something of a punch. Where are you trying to take the game? A mentioning of the aesthetics would be in order here. You state that you made changes between alpha and beta, and that you receive feedback on potential improvements, but *to what end*? I as a reader am following what you’re discussing, but I don’t quite see where it leads.

 

In short, did the playtesting feedback in any way tell you something about your game, that you could potentially use to make it better? How would tweaking reloads speeds, boat movements, etc, contribute to the experience you want to create?

 

https://gamedesign673637781.wordpress.com/2018/03/08/playtesting-how-did-it-affect-our-development/

About William Teurnell

2017 Graphics