Cycle 3 – Playtest Report

Here is the raw word document playtest notes.

Following the playtesting, the results revealed some very useful information and potential improvements on the game. Including the relation to the PX goals and bugs.

The most common comments from the playtesters were “dark” even though that’s the main theme of the game, the playtesters didn’t know this beforehand. The playtest version of the game felt “incomplete” as some playtesters mentioned. The playtesters mentioned a lot about different enemy types to make the game more challenging as it already is moving around in the dark. Aside the general gameplay experience, common bugs such as getting stuck on objects and enemies have also been identified. A playtester who is considered “game development expert” noticed that the enemy’s aggro movement seems to be off as it moves in one constant direction. All of the playtesters find the general concept very creative with the light and dark elements. Majority of them were commenting about the clunky mechanic of battery recharging flash light.

Considering that this is only the prototpye equivalent of the game, these comments were very helpful. They made the steps of improvements much more vivid and organised. Based on the feedback, the bugs that require attention the most are the enemy’s aggro distance and movement and damage application. General gameplay experience include more enemy types, more level’s quantity and creativity and better flash light battery system.

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