Cycle 3 – Playtesting Plan

Student Name: Jack Hendy

Student Number: n9066845

Goals of the playtesting session for Experts

Goal 1: Is the goal of the game clear?

Goal 2: Are the interactions between puzzle elements clear?

Goal 3: Is the level or puzzle design confusing?

Player stories Tested

Player Story number 5, 2 and 3.

As the player, I want the environment to change as I interact with it and open up new areas for me to explore

As the player, I want the puzzles to be engaging and interesting and allow me to coordinate my actions to complete them

As the player, I want to feel satisfied with my actions after completing the level

These playtesting stories relate to the puzzle elements of the game and how the player interacts with them which is the most important feedback that I can get from the expert player testers as they are able to get deeper into the experience than the general target audience.

ExpertExpert Playtesting Plan

Goals for playtesting target audience

Goal 1: Is the gameplay smooth and/or enjoyable?

Goal 2: Is the goal of the game clear?

Goal 3: Do the controls and mechanics feel natural?

Player stories Tested

Player Stories number 7, 8 and 10.

As the player, I want to be able to jump and move around to overcome obstacles

As the player, I want to be able to understand the goal and the controls inherently

As the player, I want to be able to plan out my solution to the puzzles presented to me using the two player characters effectively

These playtesting stories encapsulate the want of the target audience. Sally, our target audience, wants to be able to understand the game and its controls. If the game is too abrasive then she will not want to play it. These goals help figure out if she will like it.

targetTarget Audience Playtesting Plan

Playtesting Method

The method that we will be imploring is the blind playtesting method. This involves not telling the player anything about the game beforehand, not even the controls. This playtesting method is the best at gathering raw information about the flow of your game. A game designed well feels good and flows well. If the player is able to grasp the basic controls and concepts of the game then you have done a good job at designing it. This initial testing is crucial to the games development at pointing out problems early.

Data Collection

The data that will be collected will be gameplay minutes and observational notes. Gameplay minutes are a raw capture of the players actions as they occur, recording what they are doing and what buttons they are pressing. Observational notes is a more higher thinking collection of data. It involves capturing the essence of what the player is trying to do and analysing why they took these actions. Additionally, a small survey will be given at the end of the playtest to record feedback the player may have.


It will be best to take notes as text via a computer or piece of paper. If taken by paper they will be transcribed into the playtesting report. This is the easiest way to capture the playtest in its entirety.


Analysis will be done by reviewing the gameplay minutes and observational notes then proposing conjectures about the players actions or feedback and making conclusions about the testing.

Playertest plan Experts

Playertest plan Target Audience