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Playtesting

Sindhu Singamneni edited this page Oct 26, 2017 · 7 revisions

Playtesting was done by the following groups:

  • 7 Lives
  • Polis
  • Kraken Studios
  • Part 4 student Jason

Feedback received (before Prototype was due):

  • Wrong dialogue appears for certain NPCs in the game.
  • Player cannot do trial multiple times.
  • Player can walk off the map beyond the game world in the scene.
  • Dialogue sometimes overflows and had some typos.
  • Controls disappeared after minigame until the dialogue is completed.
  • Evidence collected disappeared after playing the minigame.
  • The player appears on top of the lunch lady after the minigame.
  • Some of the sprites did not scale well with the rest of the game.
  • Leaving a room after clicking tilt on a computer gives a black screen.
  • When left trial mid-way, other NPCs would start off with incomplete trial dialogue.
  • Walk animation for mobile joystick always goes up
  • Lives aren't used during the trial, scoring seemed unclear.
  • No clear instructions on how to progress.
  • Gameplay was not considered to be complex enough although it satisfied the serious concept definition.
  • Should not limit the player to talk to an NPC only once.

Improvements made to the game before final submission:

  • More time was given to make the story more complex, this can be seen by the increase in difficulty and complexity of gameplay when progressing to a new level. Clues were made, such that the player's critical literacy skills would be challenged.

  • Instructions regarding necessary touch controls were added in dialogue boxes to guide the player to make their next move.

  • Player can now talk to some NPCs multiple times and depending on what evidence they have can generate a different dialogue.

  • Script responsible to generate dialogue has been improved so now the player can talk to the principal multiple times if they haven't done a trial already at that level.

  • Borders have been added with collision detection to prevent the player from walking beyond the game world.

  • Persistence Controller has been made to persist data between scenes. This has also been utilized to save and load data as an extra feature to the game.

  • Careful attention was given when placing and scaling the sprites to the rest of the NPCs in the game. These sprites have been cleaned up to give a crisper pixelated look.

  • Rooms do not have a tilt feature as they are small.

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