Week 12: Playtest Result and Modification Plan


Summary:

This week’s goal is to modify our game based on the feedbacks we received from the playtest day, and produce an increment so we can test on Soft Opening.

Game Video:

Survey Results:

As mentioned last week, one of the major question we wanted to ask is: how many features are clearly communicated with the player. And it turns out that the majority of our features were easy to grasp. This is a good sign.

Another major feedback we want to know is if our weapon progression is clear. We spent the last couple of weeks to design a progression system. And the good news is, the majority of the players understood that there is such a progression.

We also asked about the locations of the health potions, to get an understanding of where we can place them better. But unfortunately, this is a very subjective question and we got so many different opinions that we could hardly pick a direction to go to.

Summary of Good Feedback:

Arcane Sword effect

Can upgrade equipment

Beat a lot of enemies at a time

Killing and dashing

Level Design

Combat straightforward

Taking out final boss

Summary of Negative Feedback:

Turning is unpleasant (control), but don’t know how to make it better

Unsure about how to trigger slomo

Dash does not feel as rewarding

Bug

Weapon style is too boring

Jump is difficult

Menu is confusing

Only one map

Our Plan This Week

Here is the all the main goals for this week so we can improve a version for soft by the end of this sprint.

Enhancing User Interface (UI) for Optimal User Experience

Refinement Based on Comprehensive Playtest Feedback

Expansion of In-Game Economy and Currency Systems