Tested Build #11 with 10 ETC students ages 21-33. Experimented with two versions – one with easy to reach gems placed as “carrots,” and one with gems placed in more challenging to reach locations, with the goal of determining which model is more satisfying for players.
- Goal: end & gems. However, since we playtested 2 versions of the same level, it was observed that Version B had playtesters going more for gems than reaching the goal due to its more difficult gem placement
- Fun: bouncing/trick shots & avoiding obstacles
- Challenging: collecting gems, avoiding obstacles, timing shots
- Frustrating: gem collection leading to not getting into bubbles & restarting, need to restart after a fail more quickly
- Difficulty: just right
- Scoring: more obvious point accumulation & larger score text
- Story: shrimp with gem & squid stealing gem was favorable
- Visual feedback: want more feedback when touching, flinging shrimp–he should react to everything, shrimp should be more pink
- Art: gems should be obviously food or obviously gems–right now it’s hard to tell, make gem collection not turn the shrimp a sickly-looking green color
- Items: more lives, rewards for risking gem collection, top speed, extra points