Week 10 : After the playtest day

Feedback from the playtest day

We had 34 guests and approximately 17 rounds or games.
After the playtest day, we got useful feedback.

  1. Clearer instructions needed.
  2. Most people failed to find the item.
    Many people still had difficulty in navigating the item. 
    Riddle solving only offered limited help on actually navigating item.
  3. Majority of people found the art style appealing and well matched with the game
  4. Many people wanted to play again or pick up more items
  5. Most people found the generated image fun and satisfying.
  6. Most people found the generated riddle fun and fair in quality.
  7. 1 person wanted to look around assets and env. without a time limit.  

For more details, see the Playtest Result

Iteration direction for the rest of the semesters

First we realized the need for polishing the instruction. However, we concluded that our main target doesn’t have to be a non-gamer audience, and we would rather encourage people to play at least twice to observe what happens as they get a better understanding of “how to play the game”.

Thus, considering the scope our prior focus would be iteration with game design, better interest curve, interaction with generated assets over polishing the UI and instruction.

Iterations by next weeks would be as follows:

  • Giving more hint for navigating the item by visuals
  • Constraining the last word to food or noun
  • Making more items to pick up
    : This would be a good idea for a better interest curve & multiplayer setting 
  • Implement different ways to get the clues
    (Coupon machine, info desk, free food event)
    : To connect the dot and match the action with the environment
  • Coherent usage of term “Clues” instead of “Riddles”
  • Fixing Ground resolution

This week we invited faculty guest / playtester John Dessler and Jesse Schelle.