Devlogs
Playtests
Posted November 04, 2019 by ysong
First Playtesting Questions:
- Who do you want to play this game with and why?
- Prefers games with team work involved has to talk to someone
- (something about level design)
- Depends where you are. More enemies will be cool
- is/was the puzzle too hard to solve?
- (something about controls)
- Would you be able to find what’s your special ability right away?
- Do the controls make sense? (in terms of where it’s place and the speed of the player
- Feels sluggish
- What was the most frustrating part of the game?
- What was your favorite part of the game?
First Playtest Notes:
- The players talk to each other
- Thinks shoots green box or each other
- Maybe there is another signifier
- No issue with him touching the enemy
- Fix spawn point of the player’s bullet
- Family oriented visuals
- Visual clue for each ability
- Fix movement - feels sluggish
- More visual significant
- Will play with family and friends due to the humble sprites + coop game
- Animation would be good
Playtesters names:
- Avneesh Sarwate
- Sam bellamy
- Travis Carr
Playtester Pictures:
Second Playtest notes:
- While playtesting players were communicating about their special powers - this could be indicated with words or labels unless there is a proper tutorial room
- Players were confused with their goal.
- Order of operations of players on how to solve each puzzle
- Stage the obstacles in order to teach the players their special abilities
- Frog should be fixed
- Washer was visually more attractive than boxes - should reverse the visual hierarchies
- Bottles are a bit ambiguous - since it is an interactable object, players thought it is valuable to the gameplay
- Put the wall collider bit up
- In terms of the progress of the level design - increase the complexity while teaching more
- Give some task to do when one player is solving the puzzle
- The story is dark but visual is too light(enemy does not look threatening) so add the emotion on the scene with lights and sounds.