Thursday was our 2nd playtest! The KP! team and I added some features like music, a skybox and a better map.
First Playtester
- The game doesn’t seem intuitive to the player
- Lots of direction is needed for them to get to places
- Camera shifting bug
- Make the gap above the truck either more prominent or close it
Second Playtester
- The camera needs work
- Players are confused about how long the gravity takes
- The game has a good core mechanic
Third Playtester
- A room with a bunch of random things to test the gravity and abilities
- A car moving diagonally
- Likes the aesthetics
- Movement is quite satisfying, camera a bit weird
- Would like to move the camera upwards
Fourth Playtester
- Camera janky
- The game is fun, movement is okay
Adi – Fifth Playtester
- The concept is nice
- Never seen it before
- Especially if you haven’t
Rosie – Sixth Playtester
- Like the art style
- Gameplay is fu,n but she didn’t really like how you have to manually slide the gravity thing
Seventh Playtester
- Confused about the controls
- A little tutorial would help a lot
- Extra stuff like putting the football in the goal and trying to fire myself into the basketball hoop
- Like the level, once you understand it, it’s easy to play
- The little character is cute
Anna – Eighth Playtester
- Don’t like the way playing Eta feels
- The camera is the worse part, the fact that can’t look up sucks
- Jumping feels weird, Eta feels heavy
- Eta is hollow on the inside
- Level design is confusing, I didn’t know what was happening
- The way to activate abilities wasn’t intuitive
- Better if you activate the ability through a crosshair/arrow, the object would have an outline around it to show its affected area
- Skyline is really nice
- Buildings at the bottom of the map are unnecessary
What I learned from this Playtest
- Camera movement needs to be fixed, it’s the main concern for everyone
- Fix Eta’s hollowness by extruding the inside
- People love the concept and the environment, and the character
- People need a tutorial or guidance to be able to navigate the level
- The level design needs to be refined as the players kept getting frustrated by falling off from the platforms