Thursday Playtest
I helped write down some of the playtesters’ feedback for our playtest on Thursday. Our first set was a group of 3, and here is their feedback based on their gameplay experience.
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Playtest 1
Liked
- They found the character cute
- Liked the level of structure
Crit
- The view, the car is too close to the wall
- Maybe put the car in the middle
- The scroll is confusing, remove the white scope area
- Bubble as a scroll instead of a white area
- Navigation of the level is difficult
- Checkpoint in level
Second Playtest
Crit
- Move UI
- Easier level design
- Mechanics should be easier to understand (Bubble range instead of white range)
- Camera sensitivity is too high
- Puzzles are fun but too hard
Third Playtest
Crit
- The camera is jumpy/ way too close
- Quite difficult at first, needs a tutorial
- Works better on a computer vs a laptop
- The first level should be a “baby level” (introductory level)
- Change to ability interface
- Needs more momentum than stopping and thinking
- The character should move like a car, speed should accelerate after a while.
What I learnt from this playtest. . .
Some of the feedback was repeated which means that’s a task that we need to try and fix by the next playtests. Some of these include:
- Camera panning needs to be fixed
- Tutorial
- Change scope for ability activation (How the ability is visualised)
- Make the puzzles easier for the first-level
- Add checkpoints