However, we did receive a couple of critiques from faculty that we plan on addressing in the time we have left before Final Presentations (which are coming up faster than we had anticipated!).
A few faculty members raised concerns about a problem that has been identified in AR systems in the past, particularly those used in webcams, about the camera being able to recognize people of color as effectively as white individuals. While ARKit does not function the same way as these webcams, due to its utilization of a depth camera, and we felt as though this would not be a problem due to our admittedly small sample size of people of color who had playtested our game in the past, we did not have a formal response to this critique in a way that felt satisfying. Therefore, even if we are unable to rigorously test this ourselves, we definitely plan to do a lot more research in order to address this particular concern from the faculty.
Other than this, many of the other comments had to do with particular parts of the game itself. Many faculty members commented on the lack of visual feedback from hitting a note correctly, feeling that the only way they knew that they had successfully hit a note was if the score changed. This was a concern we found from playtesting the previous weekend, but we had not had time to fix before softs. As such, we definitely plan on addressing it at least before Festival next week!
Another comment raised was that the overall timing of the tutorial felt like it was tuned a bit too fast, and was the equivalent of diving head first into a pool of cold water. Faculty also felt a bit mixed about how we are handling beat matching; they understood that we couldn’t really get players to react faster than they already were, but at the same time the sfx could feel a bit off if the player hit the note at the tail end of the light. We are planning on addressing both of these concerns before Finals as well, and are hoping to speak with a couple members of the ETC team Jam Session, who have specialized in building rhythm games all semester, to figure out what we can improve in a short amount of time!
We had a few other minor comments about our UI as well, mostly that people preferred that we make our record player a bit less abstract, and that we change and adjust the text in our game so that it was a bit more readable overall.
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