Running out of Time playtesting + iteration.
Coming back again with some notes from the playtesting sessions we’ve been recently holding. Going in, I was very satisfied with the quality of the prototype. Everyone had done great work designing the levels with the main mechanic of the echo in mind. The lines worked so that the Echo was present throughout the level, and all the levels flowed nicely. However, before playtesting began, I felt that the game was still missing something.
The movement was good, all the mechanics were implemented well (or so I thought), and the difficulty curve was good. But, once the player finished the final level, there was nothing rewarding the player for beating the game. Rewards are a core component of game design, obviously, and they make the player want to go back and play the game again and again.(Fullerton, 2018). So, I created a simple ending screen, congratulating the player on beating the game. In a full build, the player may be invested in the game’s story, and be rewarded with a satisfying conclusion cutscene, but for a prototype this is good enough.
As part of this, since I allowed the player to reset to the menu, I included a timer that calculated how long players spent in levels, as an incentive for them to play again and try and record a better time.
So, now onto playtesting data. The testers we’re all naïve, which was good so we could get accurate, honest feedback for how the game felt to play for the first time. Also, the testers all enjoyed platforming games, so they fit the target demographic we were aiming for. Also they had varying levels of experience with games, so we could get a good breadth of data.
Immediately, a few issues were noted by the playtesters. The walljumping mechanic, which we as developers were comfortable using, was incredibly difficult for players to learn and use themselves, resulting in significant frustration with certain parts of the game.
It was noted by a few playtesters that the level intended to teach wall jumps did not require wall jumping to complete. To fix this, I redesigned the level to require the player to jump up between two walls to reach the key for the exit. This not only allowed the player to learn wall jumping in a safer environment where they were not excessively punished for failure, but also taught the key mechanic better, as one of the playtesters skipped using the key since they didn’t believe it to be important. These changes, combined with Ben reworking the wall jump coding to be more consistent, should alleviate frustrations.
Here's the reworked level before and after
Luckily, beyond the frustration with wall jumping the testers really enjoyed the game. In particular three testers (the three most experienced with gaming) loved the speed run aspect, and played multiple times to try and complete the game as fast as possible. These testers all mentioned that being able to see a timer during the levels would be good. So, I implemented that. Also, deciding what information to communicate to the player is important. (Fullerton, 2018). I decided that the time should be communicated to the player, as there is no real reason to keep it secret only to reveal it at the end, and giving the player this info may cause them to engage deeper with the game.
Fullerton, T. (2018). Game design workshop: a
playcentric approach to creating innovative games. AK Peters/CRC Press