Blog 9

This week, we conducted our second playtest, and I must admit that we were filled with anxiety at first. Our previous playtest didn’t go as well as we had hoped, so we were eager to see how our revisions would be received. To our delight, the feedback was overwhelmingly positive! Participants loved our playable version of the game, and we are excited about expanding it with more levels. The game performed impressively during this session, which significantly improved from our last playtesting experience.

We received valuable feedback from diverse participants, including classmates and teachers. Here is a summary of their comments and suggestions:

1st Player (third-year game design student)
“I appreciated the movement mechanics. The sound design is excellent, and the text box provides clear communication. However, the key to opening doors should be a tangible item that players can easily access. It’s essential to ensure that players are aware when they possess this key.”

2nd Player (teacher)
“There has been a notable improvement in the gameplay overall. The music enhances the atmosphere beautifully, adapting to different environments seamlessly. I also enjoyed the subtle sound effects accompanying the text, which added to the immersion. However, I believe the narrative could spark more curiosity and convey what is happening in the story.”

3rd Player (technical teacher)
“The music is quite nice, and it sets a great mood. I would love to see improvements in the television UI; for instance, allowing players to control the volume directly using the buttons on the television would be a fantastic addition.”

4th Player (third-year senior student)
“I’m a fan of the overall aesthetic, especially the dark pixel art style! The setting is engaging and fun, and I noticed the smooth camera movement. However, I want to explore a more expansive environment to enhance the gameplay experience.”

5th Player (third-year senior student)
“The layout, dialogue, user interface, and sound design are commendable. One suggestion is to incorporate some blinking lights on the television to make the scene feel more dynamic and alive. A consistent rain effect—though minor—would contribute nicely to the overall ambience.”

6th Player (teacher)
“I admire the sound and font design, but I noticed a few grammatical mistakes that need correction. Additionally, when pressing the A and D keys, the movement speed feels too fast and occasionally causes the character to get stuck, resembling a bug. Ensuring that the narrative is coherent throughout the gameplay.”

7th Player (classmate/original designer of the game)
“I enjoy the art style. However, I struggled to find the clues within the game. It would be helpful to highlight interactive elements like drawers and other objects to guide players more effectively.”

8th Player (classmate)
“I found the glitch-loading effect in the user interface quite effective. The aesthetic is pleasing, and the pixel art style brings back memories of classic Nintendo DS games. On the downside, I experienced some camera bugs that need addressing.”

9th Player (third-year senior student)
“The user interface presentation is powerful. As someone experienced in developing a personal point-and-click mystery game, I believe the mouse response is well executed. Being able to grasp what is happening is vital for player engagement.”

Before the Easter break, I felt a gratifying sense of accomplishment knowing our game had positively impacted our audience. The success we experienced this week underscored the importance of collaboration and the constructive feedback we received from our teachers, Vanessa and Sophie. Additionally, I have thoroughly enjoyed refining my skills in Aseprite and evolving into a more competent designer, an experience I had not anticipated. Mastering Aseprite has become one of the most valuable skills I’ve developed recently. As we approach the Easter break, I aim to recharge and prepare for the final public playtesting while working on my portfolio.

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