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Category: Quiz/Survey

Group Made Prototype: PLAYTESTING(v2) PARTY

26/05/2025 PLAYTESTING PARTYYY

Hello! My group and I participated in the playtesting party where we got 2 additional playtesters to play our game. It went basically the same, allow the playtesters to have a round of naive playtesting and then let them play again as experienced playtesters for deep playtesting.

 Heres how that went:

(what i learnt)

"" = verbalisations

** = actions

Playtester 4  notes:

-""is there a difference between the dragons?

-**checks all of the stats from the dragons before playing

-""What am i supposed to do? Just survive?

-**sees the cooldown ui and was able to deduce what it was ment for

-""ok i think i get it, last as long as i can

(at this point i had forgotten to have the music up)

- **puts on headphones

-""this is so much better [referring to the music]

- ""the red one is much harder than the rest

-""the game was fun because I loved the green one

-""I didn’t know at first it recharged( talking about cooldown) 


Playtester 5 notes:

-**listens to music 

-""holy shit this is fire, very flash-gamey: I love it

-""They have different stats, that’s so cool 

-""Feel enemies feel to fast

-""Could change the leaderboard text 

-**notices the hearts, understands health difference

-**Water efx is growing ‘kinda goofy but cool’

-""Hitboxes feel weird 

-""Feels like different enemies have different weakness/strengths (like Pokémon) 

-**Feels water dragon is definitely the best 

-**Likes the powers move slower the enemies 

-""Dragons were extremely enjoyable to look at

(key take aways) 

Playtester 4:

Playtester 4 suggested we were to add bosses and different stages as they enjoyed the concept of the amount of points determining the difficulty level but felt as though the game repeated itself too much. they suggested that there should be more enemy variety such as enemies which shoot projectiles similarly to ones from the game touhou project. They also stated that we should talk about the concept of the shooting mechanic and the cooldown in the control section in order to debrief the player on what the ui means.

Playtester 5:

Playtester 5 noticed that there was a bug regarding the scoreboard, saying that the scores should be ordered numerically from ascending order. They also believe that the cooldown UI should be coloured based on what dragon is played in order to provide consistency and clarity in the design of the game. The backgrounds was another thing they picked up on, they said that the tiling looks funny work towards new assets would improve it. furthermore the background change should be more smoother so its easier on the eyes. They also believe that the difficulty progression should be worked on to improve player engagement and fun such as more backgrounds and possible boss fights. finally, they suggested we were to add more powers or a secondary fire for the dragons just to make the game a bit more interesting.

Anyways thats all for today. Kieran signing out!


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