Devlog#6 - Testing
This week involved testing, through testing I had been given feed back on ways to improve run it down, in general people had a positive outlook towards run it down and many people had enjoyed playing.
Feed back through google forms:
- "I would try to make make UI clues as to the angle of which way i will go with the impluse ability"
- "Make the rolling ball respawn, which you're already going to do! But otherwise it's really good."
- "it feels really dark, i get its meant to be a cave but it still feels dark"
- "it took my a little bit to work out the ability"
- "I was a bit unsure how to use the ability consistently, but found it a neat concept"
- "little bit of pain point was mastering impulse but effort pays off in long run"
- "time felt a bit short on the 2nd level"
- "Maybe a death animation or instantiate some particles when dying"
- "The player could perhaps move with the platform, instead of sliding off it. But i have no idea how to do that!"
This is what I got through watching testers
- On level 2, make the boulder respawn
- make the tick for Lindsay mode more visible
- leaderboard/high score
- Indicator for the falling stalactites are bugged, they don't disappear once a spike has been destroyed.
- Maybe having additional time added when reaching a checkpoint for level 2
- more variety
Most of the testers had enjoyed both levels, testers also though that 60 seconds was enough to complete each level.
Testers were also asked on why the specific rationg on the impulse ability
Responses included:
- "I think the impulse ability left room for learning timing, so the neutral response of 3 is intended to be the better outcome than one of the extremes. Impulse ability felt good but also felt like it maybe have reduced speed a little too quickly (as in you can keep the distance but make the speed reduction less but over a longer period)."
- "I just took me abit to understand and at first it seemed inverted to the player"
- "The ability was fun, but i wish i had a tutorial section to full explore or be explained to the funtion of the ability as i felt i may have missed all its usage"
Added features:
Taking feed back into account, the boulder now respawns every time the player overlaps a trigger. This was pretty easy to implement, as it was just having another object in the scene which acted as the spawn point for every boulder, as well as using a script which instantiates the boulder prefab, and to stop it from falling immediately I had to use a coroutine to set it's rigid body to dynamic.
Another thing I had fixed was the Lindsay mode check mark being barely visible, I had just increase the size of the checkmark as well as made it bold.
was surprised at the fact that many people had played my game, and had loved it, sure there was some bits and bobs that are currently not polished that well, I also think that I could've improved my testing session by having a more in depth overview of what the impulse does and maybe a more detailed feed back form.
Run it down!
More posts
- Documentation23 days ago
- Devlog#5 - UI/Polish25 days ago
- Devlog#4 - Presentation/Graphics32 days ago
- Devlog #3 - Puzzles/Interaction39 days ago
- Devlog #2 - Level Blocking47 days ago
- Devlog #1 - Player movement54 days ago
- Run it down!74 days ago
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