Issue #9: Playtesting Results
We tested with 11 children on Tuesday, across ages 6-11, to get a sense of usability and clarity of our game. Most of the feedback was consistent across the ages tested, which gives us some key features that we will need to fix for our game to be successful. One issue is that the player isn’t completely clear who they are playing as. This will be alleviated after we implement a system that allows the character to choose their in-game avatar. A connected issue we found was the arrows above the character’s heads read as clickable, so they (the players) want to click them, and are confused as to why nothing happens. Removing the arrows and replacing them with an simpler, less “active” interface that tells the player whose turn it is will help to alleviate this problem.
The goal of our game, currently is to meet your friend on the other side of the scene, through balancing or unbalancing. A few of the kids got this, but for the most part the goal was unclear for our players. With a solid introduction accompanied by voice over and text, we feel that the goal will be less ambiguous for our game. We also got confirmation from our testers that the game needs more action and animation for it to be fun, which directly connects with Sesame’s comments last week. We’re in the process of designing and implementing some of those fun elements into our game and look forward to testing them with kids.
Prior to our test, we made a few game updates to help bring the experience together into a testable state. We implemented a start screen, as well as an introduction comic, which is the first step of telling the narrative in a strong way. We’ve also changed the arrows to be the same color as the respective player, in hopes of giving better separation to whose turn it is. We’ve implemented one of the fun mechanics suggested by Sesame, of allowing the player to walk across the beam when the level is complete. Our hope is that this mechanic will add that fun feeling that the kids are expecting. We’ve incorporated audio and visual cues into our game to help enrich and guide the experience. We’ve made some strong progress on our game so far, and we’re looking forward to the next steps!