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🧪UserTests

Olli Appelt edited this page May 23, 2024 · 9 revisions

Test Sprint 1 (04/04/2024)

  • UserTest-1 Video

  • Forms Answers

  • Observations: Movement felt good, but the acceleration of the player is a bit too slow. The players feel like it's taking to long to get to the highest walking speed and the players can't immidiately turn around from an idle position. They first have to move in the direction of where the in-game character is pointing and then turn. This is also a factor in the slow feeling in the movement. In this test the players aren't very aware of what's going on. There's no real goal in this and that confuses the player. Also when interacting with objects the players didn't have a clear idea if they could do more or the same again. They're missing an indication of when they're interacting. On more positive notes, the players did like that they could bump into, and interfere with eachother.

  • Conclusion: We need to rework the player-movement at small corners like the acceleration and where the player turns. Also we need to look at how we create the choas in our game. We want to create more objects to stumble over or just be in the scene, so we create that chaos and change it where necessary. We also have to look at how we make it clear that a player is interacting with an object. We can do this with color, audio or maybe a visual effect. Finally we have to try to complete our game-loop. The players are very confused with what they need to do, but also our tests need to be more in depth and for that to happen we need a more complete game-loop.


Test Sprint 2 (25/04/2024)

  • UserTest-2 Video

  • UserTest-2 Video-2

  • Forms Answers

  • Observations: Overall observations from the players are that the gameplay is very fun. It's cartoon-ish and that's a good selling point to the crowd. The objective in the game was not very clear. There was a lot of confusion regarding the goal and how to win. Als in the interaction, especially when a part comes out of a workstation, there is no indication that the QuickTimeEvent was succesfull or failed. The same goes for when placing parts into workstations. There is no clear indication of when a player can play the QuickTimeEvent or not. There was also a overall feel of playing together is fun, but in this state not really necessary to complete the objective in the game. There was also a problem of when players walk off the map, they just dissappear and no one of the players knew what to do. Lastly the timer seemed very slow. The players didn't really feel any pressure. They were just taking their time.

  • Conclusion: We need to work on giving players a better indication of what the main objective is in the game. Players are placed into the scene in the game and just don't know what to do to win. These indication to give to player also need to be added to the workstations, when placing objects into a workstation and when a part is succesfully completed with the QuickTimeEvent. Lastly concluding this test is that the timer needs to be tweaked to get a right amount. The game shouldn't be too easy with too much time, but also not to short with not enough time. We need to find the sweetspot between players getting time-pressure to work strategically together and not being bored with too much time.


Test Sprint 3 (25/04/2024)

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