5 participants were chosen to play the game prototype for 3 to 5 mins and speak out their playing experience while playing. Then, they were asked a few questions based on our playtesting goals and suggestion for improvement.
Our first playtesting goal is to see if the game function as intended and give a therapeutic feel to the player. All participants thought that the game did function as intended. On a scale of one to five, from not therapeutic to very therapeutic, 40% of participants rated the therapeutic experience on 1, 40% rated it on 3 and 20% rated it on 4. Most participants thought that the character and enemies are cute, but there were too many enemies that made them feel stress while playing. Some participants thought the power up spot was an attack from the enemies, so they were tried to dodge it at the beginning.
Our second playtesting goal is to see if the game created an open-ended experience for the player and if the players complete the game in different ways. Most participants had finished the game, and 20% of the player think that was too different for a game beginner. On a scale of one to five from lowest to highest for how engaging the play experience was, 20% of participants rated on 2, 20% of participants rated on 3, 40% of participants rated on 4 and 20% of participants rated on 5. The difference of play experience may be due to the players’ own experience of playing games. Some participants can find their way to clear the game, but some cannot even reach the final wave of the game. Most player thought that there should be a notice of the player health so that they could see how many health they left.
Our last playtesting goal is to see if the game captures the intended Celtic, Dark Forest, Fantasy theme which is based on the mood board we made on the activity 5. On a scale of one to five, how the game’s ability to capture the Celtic, Dark Forest, Fantasy Theme from not at all to perfectly, each rate had 20% of participants rated on. All participants thought the background of game had captured the Dark Forest image, but some of them thought the enemies made them felt stress. Some participants thought the game could be calming and warmth if there were fewer enemies, and there should not have enemies chasing the player.
Finally, we also asked the suggestions of improvement from the participants. In conclusion, most participants thought that the game needs to have a respawn ability and health bars for the player, and the game world should reduce the amount of enemy. Some of them thought that the background image is not perfect for the game, and the power-ups should have an obvious distinct compering with the enemy’s attacks. Also, some of the game control function like Pause Menus and restart option should be added to the game.
A list of recommendations based of that feedback have been compiled below.
- The amount of enemy should be reduced
- There should be a life bar to show the player’s health
- the background image Pause Menus, Restart background image The game needs to have a respawn ability game’s ability to capture the Celtic, Dark Forest, Fantasy Themeneed to be fix.
- The power-ups should be obviously different from the enemy’s attacks.
- The game should have a respawn or restart system itself.