Testing: Week 10

Nov 6 2014 Playtest

7 Total Testers

When asked to tell me about their player, playtesters submitted the following descriptions:

“A rock”

“Crystal guy”

“Treasure hunter”

“Cool dude”

“Best dude”

“Racist”

“Epic”

Possible that player models don’t make much of an impression, which resulted in very generic answers, or jokes. Player models should be more interesting

When asked to tell me about the environment, and where testers believed their players were, playtesters submitted the following descriptions:

“I fell into a hole and was trapped”

“I’m in a small box”

“Ice cave”

“Crystal cave”

“Diamond cave”

“Just a place”

When asked to describe the crystal rat enemies, playtesters submitted these descriptions:

“Rocks”

“Little monster sentries, they’re defending something, not necessarily evil”

“Crystal things”

“I don’t know, they’re attacking me”

General obsevations:

5 of 7 struggled to pick up a weapon

4 of 5 struggled to pick up a second weapon after picking up their first

1 of 5 struggled to attack with a weapon once equipped

2 of 3 attempted to attack another player

1 of 7 discovered the right stick, but didn’t use it for the remainder of the test

6 of 7 preferred dual wielding

6 of 6 players preferred alternating left-right swings, as opposed to simultaneous attacks

5 of 7 continued playing for an extended period after informed there was no additional content to test

3 of 7 made no attempt to attack enemy emitters

2 of 3 group testers competed for most kills

Prompted feedback:

7 of 7 felt movement speed was good

3 of 7 felt attack speed was good

6 of 7 claimed the particle explosion was the most satisfying part about killing rats

Unprompted feedback:

1 player wanted a two-handed weapon

1 player wanted the ability to charge their attack

1 player wanted powerups

1 player wanted “combo attack chains”

2 players wanted magic (elemental damage, summoned minions, terrain manipulation, sentry guns)

1 player wanted a larger play area

1 player felt the attack speed was too fast, and that players should not be able to dual wield

1 player wanted guns and bombs

3 players wanted additional weapon types

1 player suggested that picking up a second, identical weapon should power up the equipped weapon,   instead of equipping a second copy of that weapon

3 players wanted a kill count/score to be displayed

1 player wanted more feedback when landing a hit on an enemy

1 player wanted the rats to come in varying colors, with varying stats for damage and speed

1 player wanted a bonus for holding only a single weapon

Additional notes:

Framerate suffered on Edison computers when 80 enemies were allowed to stack on screen before being attacked.

Kevin came to watch the playtest and commented he regretted leaving the team, and asked about open sound positions.