Assignment 3 Playtesting Pt 2
Playtesting Summary Continued
Regarding bugs, our first round of playtesting yielded the following list of bugs/quality of life issues:
Fleet Health being 0 doesn’t -> Game Over
The boss asteroid doesn’t kill the fleet.
There is no max fire rate and it gets silly quickly.
Missiles re-lock after each mission.
Some players didn’t know the unlock button for missiles was an unlock button
Some players managed to leave the map
The UI takes up too much space, try replace text with icons.
This led to us forming a list of what we had to work on before our next round of playtesting. During which, I managed to add some of the music/sounds, where Harry and Connor worked on bug fixes and general game balance/difficulty scaling together. Connor was also responsible for adding in more upgrades and the enemy ship mechanic. Harry also added a Controls screen and fixed the UI to improve the games overall clarity.
Using the scoring system discussed above, our second and final round of playtesting yielded a score of 76.6%. This shows an improvement in the game and is reflected in our playtesting results.
Regarding our demographic, it became apparent that the more experienced gamers found the game to be less engaging or challenging than playtesters who were less experienced at playing games. This was to be expected and we didn’t think it was too noteworthy.
Secondly, there appeared to be no difference between how both categories of playtester (again, experienced and non-experienced) perceived our game in regards to how fun it was to play and how easy the controls were. Counterintuitively, it seemed that the less experienced playtesters found the controls easier than the experienced playtesters, though this could be resulting from an insufficient sample size as there were significantly fewer playtesters with limited gaming experience.
Similarly, there appeared to be no discernable difference in how both camps perceived our original prototype’s lack of game sound/music, which I suppose shows how music caters to everybody, regardless of their demographic.
To conclude, it is hard to find any results that indicate a discernible correlation between the players reaction to the game and their level of gaming experience. This is most likely due to the extremely limited data in terms of both diversity and sample size. We think this might be because our game isn’t suited to either style of player. Early on, Harry envisioned Asteroid Escape as a casual arcade-style game, which can be enjoyed by anybody of any age or interest, as opposed to having made a shooter/RPG (which was one of the most hated genres that came up in our questionnaire).
It is possible that with a larger sample size, a noticeable difference in results between the two camps might emerge.
Regarding our second round of playtesting, there was significantly less negative feedback, and the majority of negative feedback reported in round 1 had been fixed. The negative feedback that remained was as follows:
The game was a lot more difficult
The controls could do with tweaking
Some might find the gameplay loop too repetitive.