User Group Notes

Here are some notes of the group testing we did on April 22, 2008.


NOTE 1

Jesse's Puzzle Game

  • Player is a little confused of purpose
  • Easily lost and frustrated
  • Make 1st puzzle obvious to learn gameplay
  • No satisfaction in gaining keys
  • Key mechanic has no longevity
  • Box mechanic has no longevity

John's Platform Game

  • Start off with more health
  • Give platforms different textures
  • More satisfying play (Risk vs. Reward)
  • Change gun mechanic so you can kill enemies as you go higher
  • All risk little reward

NOTE 2

Jesse's Puzzle Game

  • Too many doors
  • The maze is too confusing
  • Different texture in rooms would create a map in itself for the player
  • the use of boxes isn't relevant as u think
  • No hint as to where the secret wall would be
  • Introduce the ability to break down walls
  • Too many keys with no satisfaction after obtaining many of them
  • No arrows indicating direction
  • No replay value

John's Platform Game

  • There is not enough health
  • The texture makes it confusing
  • The enemy AI is way too hard at the beginning
  • The snipers never miss
  • Should have guns at intervals between the level
  • Use other props

COMMENTS AND SUGGESTIONS

JESSE
While adventuring inside of Jesse's game we received remarks that tackled the greatness and downfall of his amazing puzzle level. The first feature in the game that involved an exploration aspect was the search for the missing key. Whilst traveling thru a maze of doors and rooms oftentimes you would come across a door that required a key and this inspired us to search more into the level. The problem with this hunt is the multitude of doors that spin our brains away into delirium. A map could help, but would prove the 'hunting' useless, so adding distinct textures in each room can give the player a mental map of the warehouse/laboratory. Wha, no monsters? Not one person had a problem with the absence of baddies (our mistress of pleasure) during the gameplay. True, some puzzles involve killing enemies and using them as props in the puzzle or leading them into areas where they trigger an event, but these reasons don't always work to be true and quickly change the players' mind of the real goal at hand.

JOHN
During the playthru of John's prototype many comments were made that could further enhance the players gaming experience. Some suggestions were to have different props that the player is able to pickup, such as: boxes, dead bodies, barrels, pipes, metal sheets. Having a gun at intervals in the level would add to strategy because the player can use it to take out enemies, therefore, making it easier to focus on reaching the top; or they could save their limited bullets to get rid of all the bad guys at the end. This element creates a situation for the player to think quickly while already interacting with the level that keeps the game experience exciting and interesting.

A problem we all saw while testing it was the absence of health packs; they were there, but they were a rare sight indeed. A good use of the health pack is that they don't fully revitalize your life. Some of them only give u a brief amount of life points, so reaching one doesn't mean ur always saved, your just ok for now. Its fun to have people shoot at you; its not when they always hit. The AI on the snipers are too beefed up that once u leave your cover your an a** full of bullets.


SUMMARY

At days end (end of class really) our feedback from the other group and ourselves was a vital piece of information. We can now look at each game and decided our game type/genre for the level. The C&C lets us weigh our options for what direction we head in, what we achieve and have extra time for.

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