Player Testing
- Jade Taylor
- Jun 23, 2022
- 2 min read
on 9/3/22 we did our first playtest.
This playtest was with the level 3 games art students, so as they are games students themselves they will be able to give us more in-depth feedback on what to improve as they might be able to notice things, non-industry people wouldn't.
https://docs.google.com/spreadsheets/d/1lfm2MSEpij9Lw93XAbLkYAjj9ag9jVsAVfizls6DS1s/edit?usp=sharing
This link is for a spreadsheet that got created from the questionnaire that we made and gave to the playtesters.


We then made a critique data sheet on the things that we would want to improve on, so the team will be able to pick from the list on work on it.
on the 27/04/22 we did our second play-test and got a lot more positive feedback on the things that we improved on from the previous feedback.


we definitely got some answers that we wanted such as the competitive element, and also how there wasn't anything that they didn't like about the game, all they had to say about it was there was some visual disruption when they got close to the edge of the map.
Also how the mechanic seemed good and overall fun, I know that one of the only mechanics that was off was the aiming, and we did explain how that will feel broken or difficult, until the actual weapon is in the game.
The movement also seemed all good except it seemed slow, so we would just increase the player's walk speed.
The controls also seemed simple to understand which is also good to hear, as we don't have an instruction menu, so regular gamers will be able to pick up the controls quickly, however, this might cause issues for newer gamers who are still unsure on how to play.



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