-
Notifications
You must be signed in to change notification settings - Fork 1
Sprint 2 Levels 1 & 4, and Level Editor
In this user test, we will test three parts of the game, including the level editor, game map (level 1 and level 4), and destination portal. The main purpose of this test is to test the difficulty of the game level, the ease of use of the level editor, and the style of the map. Before answering the following 5 questions, participants will be asked to interact with the existing game interface.
Question 1: Do you think this game editor can help you stimulate your interest in playing this game?
Participant 1: This game editor did not arouse much interest for me, because in my opinion, this level editor is mainly for game designers. To me, because I have no relevant experience, I am not very interested in this interaction.
Participant 2: I think it helps me understand this game to a certain extent, and it is very interesting to design the map of the level by myself.
Participant 3: Yes, I think it gives me more freedom to play this game, which makes me feel like a designer. I can design by myself. It would be better if the game I design could be played by other players.
Participant 1: In the lever editor, designers may be able to increase the detailed function introduction of the virus character. If it's just the map frame, there will be some single. In the absence of enemies and interactive components, players can only design platforms, it is difficult to create interesting platforms based on imagination.
Participant 2: The functions of these keys may be needed to mark on the interface. When I want to delete some textures, I don't know that I can click the right mouse button until you tell me. But when I design the map, I feel very smooth, I think it’s great.
Participant 3: The level editor it’s a little bit complex for me. There is no director telling me which key to create things. Maybe add some icons and texts. And I think it’s easier only use the mouse to create obstacles instead of key press.
Participant 1: A guide function can be added to the interface to tell the user what elements can be changed by those keys. The whole is pretty good, and the degree of freedom is also high.
Participant 2: When I was designing the map, I couldn't distinguish between obstacles and tiles. The picture and name of each obstacle and tile could be displayed on the upper right corner of the interface, as well as how to switch and add some teaching content.
Participant 3: It’s confused how to create the obstacles through what keys. No instruction at all.
Participant 1: After arriving at the portal, a dialog box may appear, such as "successful", because when I played to the end, I thought the game was stuck instead of clearing the level.
Participant 2: Increase the special effects that the player runs in, such as sucking in. The shape of the terminal portal is very unique, its color style and overall style are very integrated.
Participant 3: When I finish it, it makes me feel the game is stuck. Maybe it’s better to add an animation showing I pass the hole(door).
Participant 1: For the complexity, I think level 4 is complex enough. But I think it’s too long compared with level one. It should have a similar length, which will make sense. And I’m not sure what is the
Participant 2: I think the difficulty of level 4 is more appropriate, and the complexity of the map is also more appropriate. The length of the map is also very suitable for the difficulty of level 4, but the interaction of the jump pad may be a bit more. At the beginning of level 1, it was difficult to pass the first difficulty all at once, which would dampen my enthusiasm and desire to play.
Participant 3: I think the overall game difficulty is more suitable because I can clearly see that the level 4 map is much longer than the level 1 map, and the obstacles are also significantly increased. Because the difficulty of the game is progressive, I think the difficulty is moderate.
Most players are curious and interested in the level editor, and they also said that designing their own maps can inspire their enthusiasm for this game. However, because it is necessary to switch keyboards several times to find the components they want when designing a map, some users think that maybe it is complicated for the beginner. Therefore, in the subsequent design, we may consider providing some key information on the interface to help players understand the game settings more quickly.
The color style design of the terminal portal matches the overall map, but some players illustrate that there may lack the interaction with the terminal portal because the game will freeze and then exit Page when the character reaches the terminal portal in the game. This will cause some confusion to players. It is better to have a pop-up window to show a "passing" message. Player generally believes that the difficulty of the game is acceptable, and the difficulty is gradually increasing.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)