Our quantitative data showcases that our game in its current state and trajectory is on course to be popular with audiences. While enjoyment and difficulty rankings showcase that the game is easier and less enjoyable than desired, this can easily be attributed to the fact that I have yet to implement most of the mirror dimension’s difficulty increases (such as faster, more vicious attacks). Additionally, the conductor currently only cycles between two of their attacks (the whip attack and gold rush) and thus could easily get boring given the length of combat.
Game flow could be improved by finishing and implementing the game’s UI art, but artist priority is currently on getting our 2D sprites finished (along with working on portfolio). As such, a stop-gap measure will be implemented by using some of the concept stage UI art as placeholders.
Clarity seems to not be much of an issue at the moment, but to ensure it doesn’t become one, I aim to implement a tutorial screen or instruction page on the game’s main menu so that players know the game’s controls, despite their fairly standard mappings (WASD to move, E to interact, LMB to click on UI).
Overall, this QA test has revealed that our game is on track to be an enjoyable vertical slice. Players report high levels of enjoyment, clarity, and flow (despite the game’s overall clunkiness thanks to how early it is in development), with most adjustments pertaining to increasing difficulty and making the game more fair to ensure maximum enjoyment. Specific player feedback was limited, which could be indicative that our main focus now should be on adjusting our currently implemented (and already planned) features rather than attempting to stuff more into the game, along with making the game look more visually appealing.