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Armourgeddon

Armourgeddon. Beta2 Playtest Results Benjamin Roye 11/25/2013. Beta Test Overview. 11/25/2013 Includes polish done in Beta milestone IndieDB Downloads since last playtest ~20 Downloads 32 Questionnaire Respondents from SMU. “How did you feel about the game?”. 5.59 (out of 7).

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Armourgeddon

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  1. Armourgeddon Beta2 Playtest Results Benjamin Roye 11/25/2013

  2. Beta Test Overview • 11/25/2013 • Includes polish done in Beta milestone • IndieDB Downloads since last playtest • ~20 Downloads • 32 Questionnaire Respondents from SMU

  3. “How did you feelabout the game?” 5.59 (out of 7)

  4. “What did you like about the game?” • Level is visually stunning; setting • Clean controls • Melee combat fast and fluid • Weapon choices • Felt powerful • Storyline (1) • Variety of enemies • Intensity of combat • Movement • Easy to learn • Super attacks are hook • Different strategies to take down boss stages • Not a fan of computer games, but it was impressive • Rush [spear regular] was terrific

  5. “What did you dislike?” • Iphone game start screen • Objectives unclear at times • Flamethrower seems underpowered • Difficult to see safe zone in boss 3 (bug) • Too bright ( > 2 people, stopped counting) • Difficult to see health bars on mechanical stuff • Not enough landmarks; difficult to navigate • Tutorial was slow because had to wait for dialogue • Getting hit by enemies was hard to recognize ( > 2 ) • Camera angles got weird sometimes • Weapons did not improve • Minimap needs improvement

  6. “Difficult bits?” • Factory (3) • Hard to tell damage received and dealt • Boss; swarmed by enemies • Final boss (bug) • Understanding where to go (minimap) • Tight spots with limited motion made combat difficult • Matinees spit player out in group of enemies and take lots of damage before can do anything about it

  7. “Easy bits?” • Super gatling murders boss 2 • Could avoid lots of combat by dashing • Super rockets destroys swarms of enemies • Double charge bot encounter bc they get hung up on benches etc. • Ant enemies – [I have no idea] • Enemies get stuck in general

  8. “How challengingwas the game?” 3.76 (out of 7) (4 is “About Right”)

  9. “How did you feel about the following game mechanics?”

  10. “How did you feel about the following weapons?”

  11. “How did you feel about the following super attacks?”

  12. “How did you feel about the following enemies?”

  13. “How does health work?” • It was clear what my health was • Shinies and gears heal me • Killing enemies heals me • Didn’t notice health until I died

  14. “How did you feel about the game’s visuals?”

  15. “Visuals?” • Everything was mostly highly regarded: • Character • level • theme • Weapons and effects • Robots • Color use • HUD seems too big • Need enhanced visuals for taking damage • Colors were off • Some framerate stutters • Didn’t notice destructibles

  16. “How did you feel about the game’s audio?”

  17. “Audio?” • English accents were classy • Weapon / enemy destruction became repetitive • Weapons were very nicely done • Objectives made clear • Sound effects > music • I heard that song at a nightclub recently • Didn’t notice any cityscape sound effects • Didn’t like voice acting • Couldn’t tell when taking damage • Need varied music

  18. Action Items – Teach the Player • Tutorial needs: • Teach gears heal

  19. Action Items – Objective / Story Conveyance • Matinee for boss 1 • Matinee for boss death • Matinee for tutorial intro • Matinees explaining objectives: need to fix bots shooting invisible player and spawning player inside of groups of enemies • Pause menu needs objectives clearly stated in bullet format, preferably with completed objectives crossed out • Minimap icons need to blink every time we tell the player to go somewhere • Minimap character location needs orientation (like an arrow that rotates)

  20. Action Items – HUD / Menus • Normally, player’s back needs to be blacked out / null • List one line objectives clearly on the pause menu • NEED MOAR PAUSE MENU • NEED MOAR OPTIONS MENU • Main menu needs polish • Need to reimplement keyboard v. controller HUD when player is using one versus the other • Minimap icons blink

  21. Action Items – Super Mode • Super attacks take half bar each • Cool super mode music • Need to notify player better when charged • Activating super mode needs to not tick down super bar until player presses next weapon key

  22. “Bugs / Concerns?” • Camera goes into buildings • Keyboard controls didn’t display on HUD • Can fall through the floor • Keyboard: selecting weapons difficult • Story dialogue long • Flamethrower seems weak; seemed to lose range at some points; doesn’t have a use; poor range caused too close to enemies and swift death • Spear easy to abuse; hard to control • Super needs notification when charged

  23. Action Items – Bugs • Now is the time to go through the bug list and fix all bugs • Write in new bugs that you find • Let’s try to kill all the bugs in the list • If we do, the game will be much better for it

  24. Questions? We’re almost there

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