Prototypes and Playtesting
1st Round of Digital Playtesting (Prototype v1 made Oct. 18th)
Questions:
How well did the prototype function?
Is it still fun in its digital version?
Are the game mechanics understandable?
Feedback:
Combined feedback link: https://docs.google.com/document/d/1wU5JW_vPAtHjrPngaacxm7eY_RKBliozBXOu2Pv6W-w/edit?usp=sharing
Changes:
The prototype still had bugs to be ironed out but got the functionality of the core mechanic across
Players still enjoyed in a similar fashion as the Paper Prototype. Will need to adjust variables as it is more difficult to make a constellation using a mouse/trackpad vs drawing lines with a pen.
While the main actions were clear, the rules that surround them are often forgotten. Such as max constellation size, how to make them more powerful, and that lines cannot overlap. Would be useful to have a rules/help window that can pop up before the player. Creates consistency in explanation to players before starting. As well the players will often forget the enemy is attacking them and lose track of their health. Should have more feedback via icons and sounds.
2nd Round of Digital Playtesting (Prototype v2 made Nov. 11th)
Questions:
Is it fun?
What confused you?
How did it make you feel?
Feedback:
Feedback link: https://docs.google.com/document/d/1wU5JW_vPAtHjrPngaacxm7eY_RKBliozBXOu2Pv6W-w/edit?usp=sharing
Changes:
Draw the player's attention to focus on the center more. Often felt unfocused and not drawn to one particular place.
Rules were understood when explained, going forward we should provide a title screen/list of rules so the explanation is consistent between testers.
Players still wanted more feedback on what their actions are doing in moment-to-moment gameplay. This will help them understand the significance of constellation size and power.
None seemed to find the encounter difficult at all. Need to check and update enemy stats to make player actions have more significance.
2nd Round of Digital Playtesting (Final Prototype of the semester made Dec. 5th)
Questions:
Does it work well?
Is it fun to play?
Is it too complex to start?
Feedback:
3rd Round of Digital Playtesting (Week of February 7th)
Questions:
How well did the prototype function?
What works and what doesn't?
What are the obvious bugs?
Feedback:
Combined feedback link: https://drive.google.com/drive/folders/1GUcPYkSTYSaOxl4pPup_IyXDhg6_WFBO?usp=sharing
Changes:
Combat was not working yet, but the functionality of the stars were able to be playtested
Fixed a lot of larger bugs that were preventing it from being playable, need to fix the rest
In Class Playtesting (February 10th)
Questions:
Is it fun?
Does it make sense?
Feedback:
Feedback link: https://docs.google.com/document/d/1UBHbML5ZJzSbCsVYQJqUaBWmhSKds71BN0Fe2BGw8as/edit?usp=sharing
Changes:
Players have an inherent instinct to start drawing constellations, everything else needed to be explained, need to make it more obvious how to interact with enemies
Need a lot more juice on the screen showing the impact of what the player is doing, otherwise it will not be satisfying to damage an enemy
4th Round of Digital Playtesting (February 28th)
Questions:
Is it fun to play?
How does combat work?
What bugs are there?
Feedback:
Changes:
Still a lot of confusion with how combat begins, eventually a tutorial in the game would serve to teach them but until then need something to make it obvious
Again lack of feedback is unsatisfying for the player, need to add some
5th Round of Digital Playtesting (March 23rd)
Questions:
Do they like the cards?
Do colored energy stars work?
Is the conveyor belt a good idea?
Feedback:
Changes:
Need to fix some of the bugs that interfere with playability, playtesters aren't able to fully experience the game
Need to flesh out the conveyor belt more, some trepidation there
6th Round of Digital Playtesting (April 11th)
Questions:
Is it fun to play?
What bugs are there?
Feedback:
Changes:
In the process of creating better feedback for the player, and making the stars more interesting with animations
Really need to work on polish and making sure the core of the game is playable in time for the vertical slice
Indy Games Con (Nov. 5th
Questions:
Is the game intuitive?
What did you not understand?
Feedback:
Changes:
Increase player feedback
The player needs to understand how distance affects energy value