We presented our sections of the group presentation for Relic Rally.
My feedback was to include pictures/examples of game art alongside the references I found, as well as to make sure to communicate with the creative lead more frequently.
feedback is useless if it is 100% positive or negative
it is important to not get defensive at critique
there is a difference between critique and criticism
always be as kind as possible when giving feedback
always try to aim for a combination of qualitative and quantitative when developing feedback questions
for qualitative data, ask open-ended questions e.g. who, what, when, why, explain etc.
for quantitative data, ask closed-ended questions e.g. yes/no or numerical
some of the benefits of playtesting are:
finding bugs and problems
receiving feedback
seeing how people played your game
determining common opinions and expectations
As a developer:
ideally, you want to be testing from your target audience
don't take feedback personally
try to take notes while the person plays your game, as it's easier to see how they behave at the time than to reflect back later
it's best to avoid interacting with the player as they test
the exception is when a bug breaks something essential to the game e.g. if a tutorial doesn't work
As a play tester:
try not to ask for help
take note of what you wanted or expected to be able to do, but couldn't
communicate how you feel - talk as you play
tell the dev why you like or dislike something - don't give solutions to a problem
Critique helps you improve.
For next week:
Iron out Nordic level design with James
Asset list
Decide on a digital minigame for ARG
how will we incorporate Makey Makey?
Finalise the ARG storyline