05/04/25 First round of playtesters!
Hello! After reading chapter 10 I've now realised that I've been tackling my playtesting results in the wrong way. Instead of making a single post about my results at the end of my prototyping, i should be spreading it out and fixing individual feedback for my game to better refine what i have. i have once again asked some of my friends to playtest and here are the results:
Meika actually previously playtested one of my previous games (whats this seals deal). Once again, I'm labeling her as a naive playtester as i know that the asteroids genre isn't something Shes familiar with either. Based on the multichoice answers it looks like she definitely wouldn't replay this game because it wasn't fun to play, there was no clear strategy and there was not a lot of tension. she explained that the torque speed should be reduced to stop the player from losing control. changing this did improve the controls and the overall feel for the game. 
she also recommended that I should add a power up system. I've been thinking of this concept a lot and thought that instead of including my "rouge-like" twist into my game by letting the player choose the power ups as they play the game and get higher scores.
My friend Leisel does not play videogames very often either, so she is also a naive playtester however her player feedback was very useful and valuable, nonetheless. She saw that there was no clear objective while playing which is true, there is no real goal for the player to achieve. she recommended that I were to add a timer system which I think is a really good idea however I don't think I should use a timer-based system; this is definitely something i would have to brainstorm on. she also explained that i should fix the controls, which i have done and make new assets for the asteroids.
i will continue to build on the feedback and hopefully by the time i have my next batch of playtesters the game will be better for the player's experience.
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