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Game Screens User Testing
- Session run by: Krista Bradshaw
- Studio and game name: Studio 2 Last to Valhalla
- Feature team name: Team 3
- Location of testing: various rooms @ UQ and home
- Number of participants: 3 (2 x non IT/DECO university student + middle aged adults)
These user tests, conducted near the end of sprint 2, are to test most importantly the design of the game screens (main menu & death screen). We want the user to feel eager to start playing the game after seeing the main menu animation and ideally the main menu screen should set the users expectations for how the game will look and feel. The death animation and screen should leave the user feeling motivated to give it another go and fight off death longer the next play.
Aim | Notes |
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I want to monitor users’ immediate reactions to the overall style of the main menu. | Having the player start the game and watching their visceral reaction to the opening menu will provide some indication of it the game design is visually appealing. |
I want to monitor users’ immediate reactions to the overall style of the death screen and death mechanics overall. | Having the player play the game and watching their visceral reaction to their players death as well as the death screen appearing afterwards will provide some indication of if it achieves the emotional goal we aimed for. The payer should end the game wanting to play again and avoid death better. |
The prototype for this testing session is just the up to date version of the game. The user can play and explore the game as is.
- Briefly explain the movements controls to play the game.
- Ask the player to think aloud throughout the entire testing session.
- Display the main menu screen to the user and allow them to voice any thoughts they have about it.
- Observe for visceral reactions.
- Interview:
- What would you expect the backstory of this game to be?
- Aims to understand how the user views the main menu and if it fits the existing backstory appropriately.
- Allow the player to play the game until death.
- Observe for visceral reactions about them dying or the death screen
- Interview:
- Did you expect to die when you did?
- Aims to ensure the players health level is easily understood i.e. the blood splatter makes it obvious that there is imminent death.
- Do you feel encouraged to play again?
- Aims to confirm the emotional goal we aimed for.
- Ask the tester if they have any questions about the test, or the game.
- Thank the tester for their time and input.
General Feedback | What would you expect the backstory of this game to be? | Did you expect to die when you did? | Do you feel encouraged to play again? | |
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Tester 1 | “cool clouds” Watched the animation for a while | “something viking-ish” | “yeah, my health was at 0” | “Yes, I was to run from the baddies” |
Tester 2 | “I like the rainbow” Gasped on first sight | “probably Norse Mythology” “Valhalla is from Asgard” | “It kind of caught me off-guard because I was distracted by the blood” | “Not really” “Maybe if I was better at running away” |
Tester 3 | “Love the lil guy in the front” “Do I get to be him?” Started playing immediately | “Definitely sort of mythical with the clouds and rainbow and bug golden thing” | “Yeah definitely” “Crept up on me a bit” “That music is intense” | “Hell yes!” “Surely there’s tricks you can do to survive easier” |
Overall, the users identified the theme to be Norse mythology related. Tester 1 exclaimed “oh from Avengers” when Loki appeared so it can be assumed they may not know much about Valhalla and Norse Mythology generally. Very positive feedback about the animation on the main menu so this confirms out justification for adding it. Testing showed that the music and blood splatter successfully achieves the emotional goal of having the player feel on edge and suspenseful nearing their death. Majority showed that the death mechanics encouraged more game play. Tester 2 seemed slightly discouraged by the death mechanics however thorough enjoyed the death animation and wanted to replay just for that. The other players were very keen to play again and did so for a few rounds before testing was complete.
Design Document
- Story
- Music
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Characters
- Main Character
- Bosses
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Enemies
- Sprint 1: Final Design
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Sprint 2: Elvish Boss
- Decision to make our boss a mage
- Design Inspiration: Staff Weapon
- Design decisions for boss
- Archery attack animation for minions
- Different types of minion elves and designs
- Melee attack animation
- Boss attack animation using sceptre
- Design Inspiration: Shooting fireballs
- Mage Boss attack method: fireball
- Sprint 3: Walk Animations and Design Amendments
- Sprint 4: Refining animations
- Map Design
- User + Play Testing
- Gameplay
- Art Style Design Guidelines
- Emotional Goals