Team Potato Famine
2/1/2012
Tissue Playtest Report
After conducting the playtests and reviewing the feedback we got from the testers there are some inherent problems, and some things that are working for us. Starting off with the problems, it seems that not everyone understood the concept of Assimilation. Over half the play testers after defeating an enemy would just ignore the power-up completely, those that did get the power ups, almost immediately said or asked “What the hell did that do?” something we will need to work on in the future is a better system for visually showing that these power ups will help you, and some way of identifying what they are doing to the character. Something that is working for us however is everyone immediately understands the core concept that this game is a platformer, it is fast paced, meant to be played spastically, and that there are no second chances when fighting enemies. Most players thought that our jump and speeds felt good for the map space, a few said it was a little too fast.
Things We Need To Change
1) Better visual significance of power ups
2) Better communication to player of what power ups do
3) Make the character movements more real
4) Make enemies “better”
5) Sense of purpose when starting the game
6) Better collision system with walls.
7) Adjust movement / dash speeds
8) Add a distinguished UI / HUD
9) Make Firing speed lineup more with character move speed
10) Add some “Comedy”
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