Playtest Logs ( Design Producer )


Week 1

1. What were you playtesting? For example, an analog prototype with a description, a specific level of the alpha build, etc.

During week 1 of playtests, we tested an analog paper prototype featuring the game's playspace, the main character, main objectives, and enemies that the player will encounter, the main bugs, which are the ant, worm, and spider.

2. What did you want to learn through this playtest?

We wanted to get a better idea of how our gameplay would work from a design standpoint, as well as get any advice for what bugs should do / certain interactions / etc.

3. Who were your playtesters? Do they represent your target audience?

My playtesters were my fellow classmates, they somewhat represent my target audience.

4. What did you observe? What did you see when they were playing? Did they interact the way you expected?

We observed that players understood the general concept and design of the game quite well. They did interact in the way we expected, but had some suggestions.

5. What questions did you ask your playtesters after they played the game?

We asked if they had any suggestions for edits to the bug enemies, and we also asked for any suggestions to spice up the gameplay such as power ups.

6. What feedback did you receive from your players?

Players told us that the idea sounded fun, and that there could be a few more things to enhance the gameplay such as increasing speed for the bugs or spawn rate, as well as speed powerups for the anteater.

7 . What, if anything, will you do with that feedback? Did you learn anything?

We'll take that feedback into account and continue to experiment with ways to make the bugs a  bit more interesting. We learned that our concept was well appreciated and liked.

Week 2

1. What were you playtesting? For example, an analog prototype with a description, a specific level of the alpha build, etc.

We playtested our paper prototype again, this time with the suggestion of a bug spray powerup that would quickly eliminate any bugs on the screen. We also implemented a different design idea for the spider, instead of being a bug you eat, it's a bug you avoid eating.

2.  What did you want to learn through this playtest?

We wanted to see player responses to the new powerup and spider design and if they had any suggestions.

3. Who were your playtesters? Do they represent your target audience?

Playtesters included our classmates again.

4. What did you observe? What did you see when they were playing? Did they interact the way you expected?

We observed that players liked the idea of the bug spray and found it to be a good addition. Players also liked the subversion of the spider and how you were not intended to eat it, as it provides something the player has to think about.

5. What questions did you ask your playtesters after they played the game?

We asked if the new additions could be improved in any way, and if there were further additions that could be made.

6. What feedback did you receive from your players?

We were told that the spider could perhaps assist the player in their gameplay, such as creating webs that slow down the other bugs.

7.

What, if anything, will you do with that feedback? Did you learn anything?

We will look into the idea of the spider web and see if we'll implement it or not. We learned that the bug spray was a welcome addition from our playtesters.

Week 3

 
1. What were you playtesting? For example, an analog prototype with a description, a specific level of the alpha build, etc.

This week, we were playtesting our game in our first technical prototype. We implemented the fences which the bugs will attack, and the ant hill spawning bugs. For now, we only have ants.

2.  What did you want to learn through this playtest?

We wanted to learn if there were ways we could improve our code, and see if we can get feedback from playtesters to see if they had suggestions on movement of the anteater.

3. Who were your playtesters? Do they represent your target audience?

Our playtesters were our classmates. Some had advice that helped us with our Unity project.

4. What did you observe? What did you see when they were playing? Did they interact the way you expected?

We observed that there were some bugs with the anteater's movement. It was more floaty than expected.

5. What questions did you ask your playtesters after they played the game?

We asked how movement felt and how the fence was implemented.

6. What feedback did you receive from your players?

Players found movement to be not as "sharp" as expected and wanted tighter control, and we were given the suggestion to turn the fence into a barrier that protects an outside objective of flowers.

7.  What, if anything, will you do with that feedback? Did you learn anything?

We will see about implementing fence breaking and will see about tightening the anteater's movement.

Files

AnteaterAegis1.0.zip Play in browser
34 days ago

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