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Sprint 4 User Testing (team 1)

JZ1890 edited this page Oct 18, 2022 · 7 revisions

Background

In this sprint, our team's main goal is to further improve enemie animations and attack methods to make the game flow more "juicy".

So, after fixing known issues, the team added two additional attacks methods.

To sum up, this test will test the attack methods, and then get inspiration for improving the game balance.

Introduction

This test will basically revolve around the three existing attack methods in the game. Players will be able to directly experience the differences between different attack methods by actually using these three attack methods.

Test Plan

Interview

  1. Introduce the user to the three existing attack methods in the game (In this step, the user will have the opportunity to understand the specific operation method and understand the difference in the attack method in advance.)

  2. Let users experience the attack function through direct operation

Collect Feedback

Gather feedback through questionnaires and interviews

Process

The participants in this test were mainly from other classmates and acquaintances, as well as some other members of the same studio. A total of 10 people took the test.

In general, the entire testing steps are carried out as planned, first, introduce all the attack methods to users, then let players experience the actual in-game experience, and finally, we will provide users with a questionnaire. After the questionnaire is submitted, we conduct another interview with the user for further feedback.

The link of questionnaire: https://forms.gle/SVyvYshbGYTVGGhy7

Result

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Analysis

The first is Q3 and Q4. The results show that almost all players believe that the strength of the gun is significantly higher than the other two attack methods. According to the feedback from Q2 and Q6, this is mainly due to the following reasons:

  1. Low risk, can attack without getting close to the enemy
  2. High damage, can kill enemies in one hit
  3. The difficulty of the game is greatly reduced due to the above features Although the gun is so powerful, as mentioned in some of the feedback, it seriously disrupts the balance of the game, so it needs to be nerfed to some extent.

The results of Q1 show that in terms of weapon preferences, users' choices are not as polarized as those of Q3 and Q4. Therefore, and part of the results of Q2 show that in addition to strength, a considerable number of users also like punches and knives. Therefore, it can be judged that many users like guns not because it is interesting, but because it is simply too powerful.

To sum up, the results show that in order to make the gameplay richer, the gun needs to be weakened, and the other two attack methods need to be more useful, and at the same time make them differentiated, so that players can use them flexibly in different situations, and for this part, the results in Q5 give us enough evidence to improve this

Summary

In general, this test revealed that our game attack methods are not balanced, so it needs to be improved. This work is already in progress. The existing solution is: Improve the knockback ability of the punch, so that the player can push the monster away, increase the attack damage of the knife, but has no knockback ability, retain the damage of the gun, but limit the number of uses per round.

Future Testing/Evaluation

Based on the information gathered in this sprint, we can plan some features that may need to be tested in the next sprint, including:

  • Add new attacks to enemy
  • Add BOSS

It is necessary to communicate with other teams that these changes may lead to changes in the difficulty of the game and therefore need to be considered more carefully. More respondents from more diverse backgrounds may provide more suggestions for our next test. The difficulty of each task should be assessed in a timely manner to ensure the progress of the work

Table of Contents

Home

Game Design

User survey

Sprint 4

Eviction Menu and Win/lose Logic: Polishing tasks (Team 7)

Button Sounds and Ending Menu improve (Team 3)

Sound effect and Fixing the clue bug (Team 6)

Improvement of Enemy and Attack (Team 1)

Add Features When The Player Get Attacked and Overall UI Improvement (Team 8)

Sprint 1

Achievement System (Team 2)

Player Eviction Menu (Team 7)

Countdown Clock (Team 4)

Music (Team3)

Map (Team6)

Sprint 2

Player Eviction Menu (Team 7)

Character Design & Animation (Team 1)

Music (Team 3)

Inventory System and Consumables Items (Team 8)

Scenario design

Achievement System(team 2)

Storyline (Team 5)

Countdown Clock (Team 4)

Sprint 3

Ending Menu (Team 3)

NPC interaction (Team 2)

Win/lose Condition (Based on Eviction Menu) (Team 7)

Player Profile (Team 4)

Game Logo (Team 8)

Clue storage (Team 6)

Enemy Design and Attack (Team 1)

Scenario design for village(Team5)

Game design
Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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