Wednesday, December 12, 2012

Final Playtest and Presentation for the Till N' Kill Demo

The final play test and presentation for the Till N' Kill demo took place last Monday, the 10th, and here are some of our takeaways from the event.
  • People's enjoyment of the game increased as the number of enemies on the screen built up. This did not happen every single time because some play-testers were perfect in their understanding of the game's mechanics from the start and consistently played well throughout. We had thought of doing this before but didn't realize how much of an impact it would make until this play test. We are already working on a difficulty curve.
  • The biggest smiles from play-testers occurred after triggering the tiller power-up, driving it across the screen. This moment momentarily took the player from a position of feeling overwhelmed by numbers to feeling like a powerful massacre machine. However, this doesn't happen every time because it only appears when the time/health bar is yellow. The people who were immediately good at the game never triggered it, causing the more skillful players to have somewhat decreased enjoyment yet again. We have plans to make it appear after a certain amount of game time.
  • Several people attempted to slide the menu to close it, when it is programmed to close when tapped. We need to fix this minor issue by making it work under both conditions.
  • Our last takeaway would probably be to bring a laptop or promotional posters for our final presentation to liven up our table, just for advertisement purposes. While I personally think that our table showed off our utmost ability for ingenuity and adaptability to the non-ideal, several people did mistake us for the homeless and try to offer us change.
We will be working during winter break in preparation for next semester, so hold tight for round two!

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