Playtest Feedback

Giving good feedback to your classmates is essential to this class. Not only does it make for better games, but it also helps practice your game design analysis and communication skills. Please consider including the feedback you give your peers in this class in your portfolio. Here are some examples of good playtest survey feedback.

For a narrative puzzle game.
What was your favorite moment or interaction? What was the most frustrating moment or interaction? What were you doing in the experience? What was your approach to being successful? What would you do to make this game better? Was there anything you wanted to do but couldn't? Any other comments or concerns?
My favorite puzzle was using the scissor to cut down the T in the title. I liked this puzzle because it had such a strong moment of clarity. I saw the T earlier and it briefly crossed my mind that it kind of looked like a pickaxe, but that didn't make sense to me at the time, so I waved the thought aside. Then, as I was looking through the panels trying to figure out what to use the scissor on, I noticed the ropes holding up the T, triggering my memory of it looking like a pickaxe, and making me think of the wall. This puzzle was a very strong example of an 'aha' moment. I wasn't sure if there was more I was supposed to do. In your previous iteration, I like that there was a clearly defined task, "put the dog to sleep" that we were given. The lack of having any directions now leaves me wondering whether or not I actually finished everything because there's no indication as to my progress. I think I still have to unlock the door after breaking the wall, but I don't know for certain because the puzzle answer is hidden (understandably) and there's nothing suggesting I have to do more. I looked for objects that could be highlighted and kept a mental note as to whether or not I used them in a puzzle, yet. If not, I figured there must still be something more to use it on. I noticed three types of puzzles, direct intended use, creative intended use, and shape interpretation. The scissors were used as one would expect to use them, the food was used as food should be used, but involved a creative approach so as to create an intended side effect, and the T and the sun both involved looking at the shapes with a different perspective. When I noticed these puzzle types, I searched for other puzzle with similar executions. I still feel the VO doesn't currently add anything. I get that the idea is to use it to enforce that this is an incomplete game and the voice is the creator who doesn't want you to play, but the game doesn't really feel like an Underdevelopment type game. It doesn't play to the theme of being unfinished, either, it goes for a rural whimsical puzzle style. I get you guys have committed to the sequel of Underdevelopment, but it feel like you've found a totally new identity (I think that' cool and would love to see if you leaned into that instead). If you really want VO in this context, though, it should have some form of practical use. Right now the information we're given doesn't offer us anything to work with. It does give some context to the world, but that's not really what we need, especially considering puzzle games have to be careful about what's included, as unnecessary information might lead the player on goose chases that just leave them frustrated. I wanted to know my progress to an end goal puzzle so I could tell if I had solved all of the puzzles or not. Nothing additional. Your game has a cool concept, I think it's actually separated itself from the original Underdevelopment and I'd be really excited to see you embrace that.
For a physics-based golf-like game.
What aspects of the game did you find to be fun? What was the most frustrating moment or interaction? Any bugs you encountered? If so, what / where? Do you prefer longer levels with more room to fling, or shorter ones that are more densely packed? What colors would you like to see in this game? Do you have ideas for colors that would correspond to mechanics? What aspects of the game did you find to be fun?
The most fun part of the game is being able to fling the ball midair to get it to where I want it to go. I can think of two suggestions to improve it further. Have the game slow down when you're flinging the ball midair to make it easier to aim. Another suggestion is have a limit of how many times the player can fling the ball midair after hitting the ball on the ground, and to have the midair flings "reload" after the ball hits the ground again. Sometimes the gravity of the objects seems to pull the ball in, even if the ball is outside of the gravity areas. I also wish the ball was a bit more bouncy. I tried to ricochet the ball against the wall to get it to an area I wanted, but the ball just seemed to stop when it touched the wall. They were introduced fairly, though some of the newly introduced mechanics were not required in order to beat some of the levels. When the portals were first introduced, they were not required to be used, so I just flung the ball around them. I wouldn't mind having a variety of both long and short levels. Perhaps in the future you could add levels that are large enough that the camera has to scroll. I would like to see more galaxy, nebula, or some sort of space-y background images while the foreground consists of bright green golf grass fields. One last suggestion I would give is to change the pointing graphic to an arrow that changes color based on how hard you swing. I would also prefer if the arrow graphic was near the ball instead of it being placed on where the mouse was clicked, mostly because it helps visualize where the ball is going to move.