Monday, May 29, 2017

Final Playtest Report

We conducted the playtest with one recurring playtester, and four new playtesters. In regards to UI, it was still a bit iffy to them. There were lots of things popping up at them with each soul, so trying to keep up and interpret it at the same time was hard. As Brian said also, the +/- souls were hard to tell how much they gained/lost exactly. We had mixed results about the diegetic ui, some saying it was fine, others wishing it stood out more to them.

In terms of sound, they said it was okay, but also still lacking and not blending into the game well. Some sounds were louder or much more apparent than others. There was confusion about what style of game it was intended to be (arcade, relax, rush) because of the sound feedback.

Overall game feel went well. There was unanimous approval of the environment aesthetics and understanding of what the game was about (Grim Reaper catching souls). Several made comments about the Reaper being green from lighting, but that was the only “complaint.” A couple mentioned that they liked the options to do manual/auto and timed/endless. One said it was like a practice kind of thing where they could sit back and get a feel and try to come up with strategies (if there were any).

It seems our biggest focuses in the last stretch are going to be spent on polishing/finalizing the UI. Getting the sounds in place and bug free and hopefully meshing them into the game world better. Sound has been worked on as a priority the past week, so that is updated. And UI is constantly being switched around and tampered with to try and find a good layout that feels good and makes sense for the game and for the player.

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