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Play Testing and Feedback
Lachie Hines edited this page Oct 6, 2021
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- In the coming weeks, more playtesting will be conducted. This page acts as a way to collate all the feedback we receive in order to document and display changes being made as a result of direct feedback
- This page will also track which Trello cards and tasks get made as a direct result of
- This first playtesting sessions aim was to gauge more general feedback (as opposed to more specific details) relating to the overall enjoyment of the game, how the controls felt, and initial impressions
Feedback Form:
Feedback Answers:
Feedback Summary:
- Overall feeling and design of the game was good
- Ball mode, before playtesting discussions were had about if ball mode was needed in the game but feedback from this playtest has shown that many people liked the feel and play of ball mode so efforts will be made to keep it and include more puzzle designs around it
- Rolling around was the main feature many testers enjoyed
- The main concern was many people gave feedback about climbing and falling off objects. This is the key takeaway point from this round of playtesting
- https://trello.com/c/pUMCTFs9 (control system)
- https://trello.com/c/rvH41IfF (control and climbing)
- https://trello.com/c/B5DOr2VR (climbing speeds)
Organisation
- Team
- Platform
- Intended Audience
- The Schedule
- Process
- Software
- Scope
- References
- Risk Assessment
- Testing
Narrative
The Machinery
- Design Pillars
- The Loop
- Movement and Player Abilities
- Fast Travel
- Camera
- Controls
- Objectives
- NPCs
- Food
- Save and Load
- Music and Ambience
- Respawning
- Layers
- NPC Interaction
Level Designs
Aesthetic
Animation
User Interface
Research
- Alert Behaviour
- Investigative Behaviour
- Play Behaviour
- Grooming Behaviour
- Foraging Behaviour
- Caching Behaviour
Level Designs [Legacy]