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Playtesting

Meghan Patnode edited this page May 14, 2025 · 4 revisions

Playtesting

Playtesting was an essential aspect when designing this level to ensure the focus for iteration was going in the right direction and that survey trends were going up with each playtest. This was done through weekly playtesting, following this, players were asked to fill out survey forms to document their thoughts. Based off this feedback, the level was edited.

Playtest 1 - April 30th, 2025

Screenshot 2025-05-05 at 3 26 21 PM

Full data from playtesting can be viewed here: CarnivalChaos_Playtesting1.pdf

Takeaways

  • Button textures are not consistently used based on method of activation. There are buttons throughout the map that trigger by being shot at and other buttons that trigger by the player physically pushing up against it. There's one button that has the appearance/texture of the push buttons, but it is a shoot at button. This was confusing for players and the texture should be changed to match the others.

  • "Rollercoaster" train does not properly align with the "track", therefore it looks like it's floating when the player is going down.

  • Playtesters felt they needed more health and that they were dying too easily.

  • Some playtesters felt the map was too short.

  • The train sometimes would move without players being on it.

The highest priority is fixing the issues with the train/rollercoaster and issues with texturing choices. The issue of health packs will also be addressed with higher priority because it is a quick fix.

Playtest 2 - May 7th, 2025

Screenshot 2025-05-13 at 8 34 41 PM

Full data from playtesting can be viewed here: CarnivalChaos_Playtest2.pdf

Takeaways

  • Playtesters opinion improved between Playtest 1 and Playtest 2.
  • One concern, that there wasn't enough health packs in the game, seems to be fully addressed. Players found ammo and health packs to be just right in Playtest 2.
  • Playtesters found the first push button in the game to be confusing. They either did not see it, or assumed it was connected to the lift nearby it.
  • Stepping backwards quickly before the coaster lift accidentally soft locks the game, because the player can end up on the wrong side of the permanently closed door.
  • There is a teleport unintentionally accessible to an enemy. On runs where the enemy wandered into the teleport and was not in intended position, players found the encounter too difficult, because they were immediately attacked after teleporting.

Iteration Ideas

  • The first push button of the game can be moved to the wall opposite of where it is now. This distance from its current position will help with players believing it to be connected to the lift. This movement also means that players who took the dominant pathway will immediately see the button when entering the room. Players who took the secondary pathway are able to get to this button position without feeling like they've backtracked.
  • For the soft lock, the space between the door and the trigger should be increased, so that the area that the player would have to step back from would take more time to cover than the speed of the door.
  • A door should be placed in between the teleport and the enemy that opens once the enemy is killed.

Data Visualization

This section shows charts created to visualize the changes in player opinion. As more playtests are conducted, the graphs will be updated. Currently, they demonstrate the change from Playtest 1 to Playtest 2. Screenshot 2025-05-13 at 9 41 55 PM Screenshot 2025-05-13 at 9 41 38 PM

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