Week 13 – Reflection

Student Name: Joshua Crowley

Student Number: n9719024

New Learning Approaches

Diving straight into the deep end of individual game development using Unity was a daunting task for me at first thought. I only dabbled here and there with the development software as well as Kodu Game lab from last semester, and thought to myself just how would I manage to create three games across this semester. I ended up finding that working in a studio helped me settle into the first few weeks, with my team mates being programmers themselves alleviated a bit of the stress. Asking them for pointers and tips certainly helped my progress, but I was still at a loss when I was tacking tasks on my own at home. Through the use of video and text tutorials online, as well as the prescribed videos for each cycle, it helped me step through the stages required to implement certain features. I’m relieved that I have been able to create three games, thought with varying success. To help assist me in future development cycles I may be involved in, I intend on persevering with self-teaching methods for programming.

Non-technical Skill Development

Over the course of the past 13 weeks, I have been able to reinvigorate my creative mind which I have been abandoning since childhood. Bouncing ideas off one another and iterating on concepts and themes has helped me shape my way of working through a design challenge. With each cycle, it became easier to communicate with one another as we tried to incorporate our ideas together where possible. This was helped by understanding how each person envisions the end project, rather than sticking to our own ideas, whereas during the first cycle we struggled to find a middle-ground where we all agreed. Additionally, with the blog activities we have been assigned, it helped me to understand other methods and ways of tacking the design process.

Strategies for Individual/Team Activities

Whilst I was struggling with certain aspects of the development process, contacting fellow team members or meeting up on campus definitely helped me progress further. Although what I lack in coding knowledge, I contributed in game mechanics and level layout suggestions. The majority of the workload, except for the blog entries, was done individually. In the future, I plan on creating more opportunities for in-person team meetings to see as to where everyone’s progress is, and allowing for time to help collaborate more with one another to ease the stress.

Ethical Responsibilities in a Team Based Environment

Within the context of a game studio, it is important to collaborate with one another and to help push each other to perform to their best through shared knowledge and team work. For the most part, our studio did well in terms of the creative and planning processes. But in terms of development, helping those who were lacking in particular aspects of programming would have been welcomed through regular team meetings.

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Week 13 – Playtest Report

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PLAYTEST SETUP

4 participants were selected to participate in individual play test sessions, each without prior knowledge of the game or development process. 2 participants are knowledgeable in games and mechanics, while the other 2 participants are targeting the audience of the “Sally” persona, as previously discussed on the blog. The play test setup is as follows:

  • Each player was set up in front of a laptop running the game, using keyboard controls.
  • Play testers were briefed on what their role was as a play tester, and were instructed to speak their thoughts out aloud.
  • Each test’s findings were recorded on a secondary device for note taking purposes, whilst observing and listening to the player’s game experience.
  • Each player was instructed to explore the level and explain as to what their actions would be to complete the level.
  • After the first play through, the play tester was asked to give general feedback about their experience with the game. Additionally, two questions were asked of the player that aim to investigate the fulfilment of our initial player experience goals. These questions are:
  1. Did the colour coded elements of each puzzle help you to figure out what to do? What was your thought process
  2. Did you feel that coordinating two characters to solve puzzles helped immerse you in the game world? Did the switching mechanics make sense in the context in each of the puzzles?

The PX goals for our game are:

  1. Players will face dilemmas that are designed to make them combine multiple game elements.
  2. The player must interpret the game environment by questioning and experimenting with game mechanics and objects contained within in order to achieve the goal.
  3. Players will feel satisfied after multitasking and coordinating multiple game elements.

At the end of each playtest, each session will be evaluated as to whether it satisfies the goals set according to the playtesting plan, for both experts and the target audience. The goals are as follows:

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?

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?

Note: Due to a lack of time, the puzzles in each level currently do not function. Each level aims to show how the character switching mechanics could be harnessed in a final game release. The player can choose to progress to the next level by walking into a green square towards the left of each level. Each playtester was briefed about the functionality of the game prior to starting the session.

PLAYTEST RESULTS

Playtester 1 – Expert

General Feedback

  • The controls feel a bit floaty
  • The camera panning when switching characters is pretty cool
  • The colour coding of puzzle elements seems straight forward, pressing on a button should trigger an item of the same colour.
  • The level design needs to be further refined, but interesting concepts nonetheless.
  • Keeps getting teleported back to main menu

Q1. Did the colour coded elements of each puzzle help you to figure out what to do? What was your thought process

A1. Approaching each puzzle seemed pretty straightforward, I looked to see where each switch would activate a certain element.

Q2. Did you feel that coordinating two characters to solve puzzles helped immerse you in the game world? Did the switching mechanics make sense in the context in each of the puzzles?

A2. I’ve played games where you control two characters before, this feels more or less the same. It did make sense in the context of the puzzles, however.

Goals Achieved

  • Goal 1 (Not achieved): To solve the puzzles?
  • Goal 2 (Achieved): Yes, just had to switch characters to see more of the environment.
  • Goal 3 (Partial): Somewhat, as I had to keep switching characters to see what I had to do in advance

 

Playtester 2 – Expert

General Feedback

  • Bounce sound is loud
  • Jumping on the green slimes a lot
  • Jumping on the switches opens doors
  • Accidentally switching levels by bumping into green cube
  • Thought he could wall jump in second level
  • Character got stuck between blue and yellow tiles on second level
  • No restart button is a pain

Q1. Did the colour coded elements of each puzzle help you to figure out what to do? What was your thought process?

A1. Yes, Jump on the corresponding coloured pad to activate a door or platform.

Q2. Did you feel that coordinating two characters to solve puzzles helped immerse you in the game world? Did the switching mechanics make sense in the context in each of the puzzles?

A2. It was a bit confusing at first, but is a cool feature of the game. The mechanics suited the puzzles well.

Goals Achieved

  • Goal 1 (Achieved): Yes, to reunite the two brothers.
  • Goal 2 (Partial): Somewhat, as I wasn’t able to play the game fully.
  • Goal 3 (Achieved): No the puzzles are simple

Playtester 3 – Target Audience

General Feedback

  • Enemies are easy to defeat
  • “But they kill me after a while if I stand on the spot, not very intimidating”.
  • Not too sure as how to progress in the majority of the puzzles
  • Tried stepping on switches but noticed they don’t do anything
  • When asked as to what each switch may do, the playtester suggested the panels matching the switch would disappear in all levels.
  • Had trouble jumping up the walls in the second level
  • Didn’t really know what the end goal was

Q1. Did the colour coded elements of each puzzle help you to figure out what to do? What was your thought process

A1. In some ways yes, but I didn’t really know where else I could go as nothing changed when I stepped on switches.

Q2. Did you feel that coordinating two characters to solve puzzles helped immerse you in the game world? Did the switching mechanics make sense in the context in each of the puzzles?

A2. It was fun being able to control two people, but having to switch between them all the time would seem a bit repetitive and annoying after a while.

Goals Achieved

  • Goal 1 (Achieved): The game is smooth, somewhat enjoyable
  • Goal 2 (Partial): Yes, but is not easily noticeable on the main menu
  • Goal 3 (Achieved): Yes, but a bit floaty

Playtester 4 – Target Audience

General Feedback

  • The main menu is a bit cluttered, but tells me what I need to do I guess.
  • Was a bit annoyed with the puzzles not functioning
  • Tried to explore each level as much as possible, jumping on things to see what they do.
  • Got killed by slimes twice, had to restart.
  • The walls seemed to be hard to climb up in the second level, didn’t make it up.
  • Understood the majority of the puzzles, except for the third level. Suggests putting goal marker of some sort.

Q1. Did the colour coded elements of each puzzle help you to figure out what to do? What was your thought process

A1. It would be helpful if there was hints in the game telling me what to do next. The colour coded switches and stuff helped a bit I guess.

Q2. Did you feel that coordinating two characters to solve puzzles helped immerse you in the game world? Did the switching mechanics make sense in the context in each of the puzzles?

A2. It was annoying more than anything, I like to control only one character so I don’t have to worry about the other.

Goals Achieved

  • Goal 1 (Achieved): Controls as intended
  • Goal 2 (Not Achieved): No, needs some sort of hint system
  • Goal 3 (Not Achieved): Switching between characters is annoying

 

SUMMARY OF FINDINGS AND IMPROVEMENTS

As a whole, the majority of playtesters found the puzzles presented to them pretty self-explanatory due to the colour coded nature of the puzzles themselves. Between the two groups of playtesters, the Experts tried mechanics that they thought would have been already implemented into the game, as Playtester 2 tried wall jumping in the second level of the game. They also expected an easy way to restart the level, as they were able to exploit or glitch certain portions of the level and were unable to progress further in their current state. Both Experts seemed to understand the end goal of the game, and had some fair criticism about the polish and logic of the puzzles as being a bit simple, although effective in demonstrating the switching mechanic. As for the Target Audience playtesters, they tended to explore the levels more freely and tried to get the puzzles to work. Both of them suggested that a hint system should be implemented in the final release, as the colour coding on its own isn’t enough for those who aren’t as experienced with platformer and puzzle games.

PX goals that were set earlier in the cycle were partly achieved, where it was a mixed response to the switching mechanic, where some feared it may become tedious after constant switching. The game environment subtly hints to what is expected of the player when it comes to puzzles, and the majority of players agree also. The puzzles and switching mechanic seem to make sense to players also, but may not be challenging enough for those who are experienced.

Improvements to the game in the future would especially include fully functioning puzzles that are more detailed and that flow logically from one puzzle to the next. Additionally, an optional hint system would be implemented into an options menu for those that wish for additional assistance. The animations and sounds of the characters and enemies would also be further refined, as the current animation cycle for the player is very jittery, and the jump sound is a bit loud. The goal of the game must also be made clear to the player through visual cues, such as a light trail connecting the two knights to represent their connection, and encourage the player to bring them together.

In respect to the persona of “Sally”, I feel that this style of game after playtesting amongst two different audiences, is not well suited to this particular persona. Her previous experience with games such as Warcraft and Sims is more focused around the use of a mouse, whilst platformers rely heavily on either a keyboard or a controller. Additionally, the dexterity required of a player when jumping across platforms or timing enemy attacks is slightly different compared to clicking directly onto enemies using a mouse as it is more direct. To cater to this particular audience further, it would be suggested that the controls be simplified by having keys close together, and having an optional click to control method of movement, like in point and click adventure games.

Week 12 – Interactivity and Choice

Goal Hierarchy

For the third week of Cycle 3, we were tasked with creating various diagrams and outlines as to the overall choices the player has whilst playing the game. Below if a goal hierarchy that details the goals and sub-goals of the game, as well as micro-challenges for the player to strive for amongst multiple playthroughs.

Hierarchy

Challenges

The game presents a variety of challenges to the player of which they must satisfy to complete the level. Each challenge involves a particular set of skills that the player must use that is necessary to tackle the challenges ahead of them. Taking Jack’s Player Stories from Week 11 into consideration, the following details the overall intended experience for players:

Player Story 4: “As the player, I do not want the puzzles to be too difficult and give me hints or help when I need them.”

Goal: To progress characters further in level

Challenge: Solve puzzles that prevent the two characters from reuniting

  • The player is presented with a puzzle at various points throughout levels which they must complete in order to bring the two characters together. These characters are usually separated by a physical barrier such as a wall or door.
  • Puzzles can take the form of time challenges, combat challenges, or logic puzzles. Each of these puzzles requires the player to deduce what is required of them before attempting the task presented to them. The player must use the environmental cues as well as prompts informing them as to how best to solve the puzzles.
  • Exploration puzzles may require the player to find a key in a certain location in the level, and return to a door in order to progress further. If the player is having trouble finding the key, the player could take note of inscriptions on level textures and signposts that could put them on the right trail.

Player Story 8: “As the player, I want to be able to understand the goal and the controls inherently.”  

Goal: To reach the goal whilst using intuitive controls to manoeuvre my character.

Challenge: To use movement, combat, and character switching to traverse the environment.

  • When the player boots up the game, the controls for character movement will be displayed to the player in the form of a text box whilst in the main menu as well as when the player first spawns.
  • The first section of the first level will ease players into understanding player control by having signposts telling the player what button to press at various points. e.g. A ledge requiring the player to jump will be accompanied by a signpost with the Space button on it.
  • The mechanic of switching between the two characters will be presented to the player through the use of a simple puzzle in the later sections of the first level. Upon encountering the puzzle, there will be a signpost stating the button which switches control between the two characters. The event of switching between characters is represented by the camera changing focus as to who is currently being controlled. Character outlines will be displayed at key points during the first puzzle which should help players understand how the two characters must work together to help each other progress further.

Storyboard

The storyboard sketch below aims to depict the puzzles incorporating swapping character mechanics, as well as the movement system of wall-jumping.

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Week 10 – Player Experience Goals

For our final cycle, we were set with the task of creating a 2D side-scrolling game around the theme of “big ideas”. Along with this theme, we had to create our games in respect to a choice between four personas.

Thematic’s and Personas 

For our theme, our studio came up with various words that we associated with “big ideas”. Words that were brainstormed include: Fear, Friends, Aspirations, Goals, Belonging, Connection, Loyalty, Innocence, Death, Transformation, Growth. Words that stuck out to us in particular included Friends, Belonging, Connection, and Innocence, due to their resonance with various game ideas we were discussing.

We chose “Sally” as our persona due to her diverse knowledge of various games and has been exposed to the medium for quite some time. From the stimulus given, we presumed that she likes to play fast-paced strategy and management games from her playing games like The Sims and Warcraft. By choosing to develop games for people like her, we aim to target the core gamer.

Game Ideas

Our studio came up with two game ideas for this particular cycle in respect to our words chosen and our persona:

  1. Control two different characters by switching between them, and the goal is to reunite them at the end of the level. Traverse environments, defeat/avoid enemies, solve puzzles, and possibly more.
  2. Strategy/management game. Control a single character who is working in a restaurant and must deliver dishes to the customers by traversing a side scrolling platforming environment.

We chose to pursue the first game idea, due to its simplicity and having players being able to get to grasp of core game concepts. The implementation of the game mechanics is also quite feasible, given the time-frame allotted. It also satisfies our chosen words and persona well, as it involves two characters trying to find each other in a dangerous labyrinth, while also requiring some strategic thinking in regards to switching characters whilst moving about in the environment. Platforming games may also resonate well with casual players as many have been exposed to the Mario series of games from childhood, and would understand player movement due to its implicit nature. The game would also evoke a sense of challenge for core players in particular, where the player must defeat or outrun enemies and solve various puzzles.

PX Goals

We were also tasked with creating PX goals that we aim to satisfy at the conclusion of the development cycle. These goals are as follows:

  1. Players will face dilemmas that are designed to make them combine multiple game elements.
  2. The player must interpret the game environment by questioning and experimenting with game mechanics and objects contained within in order to achieve the goal.
  3. Players will feel satisfied after multitasking and coordinating multiple game elements.

These PX goals that we have created for our games aim to satisfy the cognitive nature of platforming games, in respect to the various skills that are required of the player when performing in game tasks. Some of these cognitive skills include problem solving for puzzles, visual processing of the in-game environment, and strategy development for character movement.

PX goals of cognitive nature are key in respect to our game ideas as the player is required to make decisions on the spot in a fast-paced game environment, where precision and the ability to think ahead is ideal in order to complete levels where the difficulty increases as you progress through the levels.

Reflection Cycle 2 – Joshua Crowley

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Video link: https://youtu.be/zOJpeFjX7ZY

PROFESSIONAL DEVELOPMENT AND PRACTICE 

In this second cycle of game development for IGB100, we were instructed to create a first person game based on a recent news topic or current affair. The conception stage in Week 5 required us to create various game ideas from various news topics, and we easily came up with at least 10 ideas amongst ourselves. As we have now familiarised ourselves with each other’s way of thinking from the previous cycle, I believe it was easier to then nail down what our final game idea and PX goals would be. My game design background allowed me to spur game ideas quickly, and was able to adapt and add various elements to other’s ideas. However, one bit of confusion amongst our team members was whether the game idea required actual shooting mechanics, or at the very least, a weapon of sorts. Our team member’s qualms were fixed when tutors clarified what was expected of us.

SKILL AND KNOWLEDGE

I was somewhat more confident in my C# programming skills compared to the previous cycle, after being exposed to terminology that was foreign to me prior to starting the unit. I started active development on this game relatively early in the cycle, as I was more interested in working in a 3D environment and could full realise my vision for the game. However, issues I encountered during the implementation stage included health, collider detection, and complex enemy behaviour. It was due to time constraints that I was not able to research as to how to accomplish these tasks. My game is actually playable with most game functions working as expected in comparison to my previous game, which drives me to strive harder in cycle 3.

WORKING IN A TEAM

Once again it was great to be working amongst a team who were proficient programmers, and were able to guide me in the right direction in terms of how to tackle programming tasks. Although one team member was absent for one week, we were able to catch up in person later on in the week and check on each others progress, with Jack helping me to get a portion of the game working as I originally expected. I expect that our games in this cycle are more cohesive due to the amount of communication between us that allowed us to be on the same page in terms of game play elements.

WORKING INDEPENDENTLY

The videos in this cycle helped me understand how various programming task functions more easily and how it is reflected in-game due to the 3D environment. I watched the 4 videos early on in the cycle so I could test various elements that could potentially make it into the final prototype submission, and allowed me to learn the necessary code to make my game function at my own pace. I believe once again that the initial scope was a bit too vast for the time given to complete this piece of assessment, in particular the game objects. I was only able to implement the cat as the primary enemy, and have basic UI that is necessary for the player to experience the game ideas as we originally intended. Sticking to primarily one or two sources of information allowed me to understand and implement new features within the code I have already written, a big reliever after being confused last cycle. In the next cycle, I hope to further hone my independent learning skills by acquiring information in person from tutors and peers, in addition to online sources.

ETHICAL CONSIDERATIONS

In terms of a social issue, our game aims to address the issue of mobile phone addiction and hope it brings players to realise exactly what its like from a whimsical perspective. Potentially it could stop people from texting and driving or text and walking after how challenging it is to manage two tasks at once. After having already being exposed to the Unity development environment, I hope in the next cycle I will be able to focus on the game idea at hand, instead of tackling problems with the Unity UI and programming mishaps. My eagerness to develop games has grown whilst partaking in this unit, and will create a portfolio of projects with past, present, and future work for potential employers to peruse. The constraints I have worked within in the past two cycles gives me a rough idea of what can be accomplished in a short amount of time if I put my head to it.

Week 8 – Playtest Report: Joshua Crowley

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PLAYTEST SETUP

5 participants were selected to participate in individual play test sessions, each without prior knowledge of the game or development process. As the play test moderator, it is important to ensure that the results are a true representation of the player’s experiences. The play test setup is as follows:

  • Each player was set up in front of a laptop running the game, using keyboard and mouse controls.
  • Play testers were briefed on what their role was as a play tester, and were instructed to speak their thoughts out aloud.
  • Each test’s findings were recorded on a secondary device for note taking purposes, whilst observing and listening to the player’s game experience.
  • Each player was instructed to play the game just once, with no information as to what to do except the on screen instructions.
  • After the first play through, the play tester was asked to give general feedback about their experience with the game, as well as their score and completion time. Additionally, three questions were asked of the player that aim to investigate the fulfilment of our initial player experience goals. These questions are:
  1. Was the interface of the phone and main menu intuitive and easy to comprehend?
  2. Did you feel immersed whilst playing the game? What elements of the game helped contribute to your immersion?
  3. Are the challenges driving you to achieve their goals faster or more efficiently? Are you satisfied with the level of challenge?

The PX goals for our game are:

  1. Players will feel a sense of adrenaline from coordinating and balancing multiple systems.
  2. Players will need to rely on their reflexes and agility to complete tasks when traverse the game world
  3. Players will feel anxious about the obstacles that they will be presented with and the anticipation of potential threats.
  • After the set of questions, the player was then asked to play through the game with the knowledge of how to better play the game and see if they can get a higher score or attain a faster time.

PLAYTEST RESULTS

Playtester 1

General Feedback

  • UI is simple, information can be read properly but should be presented a bit better
  • Game runs fine, though cats don’t do damage and you can walk through the obstacles.
  • Seems like you just need to hold shift and look down and you’ll still win.

  • The timer needs to be moved to a different section cause you cant see it when looking down.

  • Maybe towards the end there should be a whole bunch of cats.

Q1. Was the interface of the phone and main menu intuitive and easy to comprehend?

A1. The main menu UI isn’t, the timer in-game is hidden when looking down at the phone. Try to move it elsewhere on screen.

Q2. Did you feel immersed whilst playing the game? What elements of the game helped contribute to your immersion?

A2. Yes definitely considering how small the street was and with obstacles like cars blocking your path

Q3. Are the challenges driving you to achieve their goals faster or more efficiently? Are you satisfied with the level of challenge?

A3. It made me be more cautious about how i would navigate the path.

First score: 8, out of time

Second score: 34, 10 seconds left

Playtester 2

General Feedback

  • Can go through cars and other objects
  • Why are cats dropping from the sky?
  • Game gives high score even after time out
  • Can’t click start after getting back to the main menu from reaching work
  • Used shift to sprint through level
  • Doesn’t update high score after second play through, even when getting to work on time
  • Phone doesn’t look like a phone
  • Didn’t know where work was in first play through.
  • Didn’t want to touch the cats, until I found out they are harmless. Tried to vault over cars to get away from cats.

Q1. Was the interface of the phone and main menu intuitive and easy to comprehend?

A1. UI is a bit messy both in menus and in-game, but it does what I expect it to do.

Q2. Did you feel immersed whilst playing the game? What elements of the game helped contribute to your immersion?

A2. I want to get to work late to get more points, although the timer doesn’t end the game. Even if timer was fixed, I would maximise the time to get lots of points.

Q3. Are the challenges driving you to achieve their goals faster or more efficiently? Are you satisfied with the level of challenge?

A3. Yes, the time constraint drove me to get to the goal faster.

First score: 84, out of time

Second score: 266, out of time

Playtester 3

General Feedback

  • Jumping is too high, but got the hang of controls quite well
  • Mouse is bound to the scene when finishing the game
  • Good game concept, would like to see what it would look like fully fleshed out
  • Could add jokes or plays on the game’s themes across the game environment
  • Didn’t come in contact with any cats, didn’t know the consequence of touching cats as a result
  • Jumping is a giant advantage, can jump far as well. Can avoid lots of obstacles easily. Only obstacle really is the cats, no giant walls. Can go through cars.
  • Map should be a bit small bit longer, around 10 seconds worth of game play.
  • Add cues to look down at phone

Q1. Was the interface of the phone and main menu intuitive and easy to comprehend?

A1. I didn’t look down at phone, didn’t read the synopsis properly.

Q2. Did you feel immersed whilst playing the game? What elements of the game helped contribute to your immersion?

A2. Was immersed in a way, likes how the play on life makes it seem realistic, but was taken out of the immersion by the cats.

Q3. Are the challenges driving you to achieve their goals faster or more efficiently? Are you satisfied with the level of challenge?

A3. Add moving cars, could have moving words like “work”, etc.

First score: 0, out of time

Second score: 200, 20 seconds left

Playtester 4

General Feedback

  • Tried to run towards cat, but gets pushed away when it comes in contact.
  • Can’t jump on cars as he passes through the object.
  • Tended to explore the environment rather than get to the goal at first.
  • Managed to jump really high when in contact with surrounding wall border. Couldn’t get back to level.
  • Score didn’t reset to 0 on second play through.

Q1. Was the interface of the phone and main menu intuitive and easy to comprehend?

A1. Forgot about looking down at phone, drawn to look around at environment. Needs a reminder to look down at your phone or some sort of cue. But overall UI is easy to understand.

Q2. Did you feel immersed whilst playing the game? What elements of the game helped contribute to your immersion?

A2. I felt immersed by exploring the environment and seeing how everything works. Immersion was broken when i realised i could pass through things.

Q3. Are the challenges driving you to achieve their goals faster or more efficiently? Are you satisfied with the level of challenge?

A3. On second play through used sprint the entire time while trying to look down at phone, was hard due to speed. This seemed to be a challenge I put upon myself which I found altered the game play experience compared to my first play through.

First score: 8, out of time

Second score: 1010, 20 seconds left

Playtester 5

General Feedback

  • Game seems solid
  • Gameplay mechanics are interesting
  • Nice visuals
  • High score didn’t seem to save

Q1. Was the interface of the phone and main menu intuitive and easy to comprehend?

A1. The UI functions as I expect, albeit a bit cluttered. I looked down at the phone when possible.

Q2. Did you feel immersed whilst playing the game? What elements of the game helped contribute to your immersion?

A2. The trees, large road, and other objects in the environment allowed me to be more immersed whilst traversing the course.

Q3. Are the challenges driving you to achieve their goals faster or more efficiently? Are you satisfied with the level of challenge?

A3. I was driven to attain a high score due to the time constraints.

First score: 50, 20 seconds left

Second score: 152, 35 seconds left

SUMMARY OF FINDINGS AND IMPROVEMENTS

Overall, the participants found that the game was an experience that was challenging by having them coordinate more than two system at once. The challenge of looking down at the phone whilst using their peripheral vision to move wasn’t followed exactly, with Playtester 4 in particular wanting to explore the environment around them. As a result, Playtester 4 forgot to look down at the phone after intially spawning, even after reading the synopsis on the main menu. Many of the players were able to complete the obstacle course within the given time limit, once they were aware of what and where their goals were, although Playtester 3 wanted a longer course with more oncoming enemies scattered along the path. The winding road helps guide players to their goal, along with the various environment changes seemed to help also. The PX goals set for our game have been mostly achieved, with players reporting that they felt a sense of adrenaline from challenges, are able to navigate the course whilst avoiding obstacles, although weren’t necessarily anxious as they are able to look above the phone and see what is ahead far into the distance.

Improvements to the game are primarily to be made in the immersion aspect. In a final build of this game, I would ideally like to make all objects impenetrable and not have players walk through them, so that players would have to actually dodge the obstacles and adds an incentive to move. The second improvement to be made is to add a health system where if the player comes in contact with incoming enemies, they will lose health over time, and adds additional challenge. The player would then have to divide their attention equally between looking at the phone object whilst also peeking above to check their surrounding environment. The UI would need to be managed a bit better by having UI elements more visible, where Playtester 1 in particular couldn’t see how much time was remaining at the top of the screen as it blends in with the white phone object. Adding a small square rectangular background behind the text object would fix this easily. Lastly, varied enemies would be a good addition in a final version of the game, where each would have different speed and behavioural properties which the player must take note of. Due to lack of coding experience and time constraints, some of these improvements stated above were not possible in this current prototype build.