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Playtest (early access) - Feedback

  • SuperBeanINC
  • Feb 21, 2018
  • 2 min read

During the playtest we asked testers to fill in a survey to receive feedback of both the game and VR experience.

In February 2018, we had our second showcase. At the time, we had our platformer game in its late stages and our VR experience off the ground to showcase and used questionnaires to get feedback which can be viewed here.

Compared to the feedback given in November the overall difficulty of the platformer has dropped after the development has progressed. The tutorial level and alteration of certain sprites allows users to progress further in the game. However, with a score of 6.8 with the main dislike of the game being dying in general, we will keep the cheat option available so enemies can be switched off as well as allowing the user to give themselves an extra lives and skip levels. This will allow everyone to progress through the game regardless of skill level. As the game is educational, this is a vital to the game as the demographic will all have different experience in regards to video games.

The overall feedback shows testers found the VR flying mechanic enjoyable where the only issue we had was with the controls. Many users left feedback about re mapping the buttons as it was hard to press multiple buttons on the same controller.

Before the final release, we will change the controls of the VR based on feedback such as allowing the user to not only rotate, but to also ascend and descend with the analogue sticks. As well as re mapping controls, we will address the difficulty of the user following the instructions. We plan to have a controls screen which the player can bring up any time during their experience.

​After giving feedback, a lot of the testers chose to come back and continue their progress in our platformer as a lot of them needed a little more time to get used to the controls.

Overall the team was happy with the results. Issues with the difficulty and controls are to be addressed but the graphics and the overall feel of the game was positive.

In conclusion the team felt the feedback was positive only having to alter the controls for the VR and minor tweaks to the platformer. Our main worry when designing the VR was if the user would experience any motion sickness but with an average of 2, it’s clear that the way we designed the mechanic was a success.

 
 
 

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