Over the past few days I have sent out the testing materials for Warnutz. I have only recieved three results back despite the fact that I've had discussed testing with them before and they were eager, but they still haven't responded. Below are some notes I've gathered from the results I did get.
- The background could be more 'dynamic'.
- DIFFERENT JUMP SOUNDS! (common across all three)
- Background music would help.
- Enemy placement was fine.
- No 'Thriller" squirrels (the backwards squirrels)
- Too many health packs, fine for first level though
- Didn't know there were sub-bosses/regular bosses.
- Better locations/hide the golden nuts
- Decent difficulty for a starter/first level
- Golden nut locations provided reason to fight bosses.
- Nut counters didn't function properly (they need to be removed at this point as far as the regular ones).
- Didn't like the fact that enemies really didn't notice the player soon enough.
- Could easily obtain Golden Nuts without actually fighting enemies.
While there isn't too much to go off of here, it provides some info on what needs to be done to fix our current game.
Labels
- Animation (3)
- Audio (19)
- Characters (3)
- From Kim (1)
- Inside Voice Alert (55)
- Level Design (27)
- Pictures (4)
- Post Mortem (6)
- Programming (5)
- Term 1 (202)
- Testing (21)
- UI (25)
- Weapons (24)
Thursday, June 3, 2010
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