top of page

Testing

test Structure

Whilst initially the 2nd playtest was planned to be as encompassing as the first, there isn’t nearly enough time. However, there is still some good feedback to be gained, primarily with major bugs. Not only is there not much time to do a playtest, but reading through each piece of feedback and fixing minor bugs is incredibly unreasonable. So instead, a general playtest will be done, gauging vague opinions or major bug discoveries to ensure that the game will be in a playable state with any monumental issues ironed out for release.

Changes

One major bug allowed players to clip out of bounds, occurring when an enemy is spawned on top of them. This rarely occurred, and the time it may take to fix is unpredictable, making it unrealistic to fix before release. However, a few minor balance changes were made, especially when considering the expedition. Whilst the game was supposed to be challenging, encouraging replay value, a few people who tested lacked patience and chose to finish playing after a few tries, not even encountering the later enemies. This issue may be amplified on a larger scale in an exhibition setting, with players not having as much time to learn and experience the whole game before moving on. Whilst it’s a difficult balance to strike on what audience to account for, increasing player health and lowering the damage some enemies took to be defeated would allow for a quicker flow of gameplay and more time for impatient players to potentially get hooked and want to replay the game.

bottom of page