Devlog 6: Testing Time!
This devlog surrounds the testing session that took place with all of our KIT207 classmates.
Testing Summary
As we are developing a psychological horror game, the aim of our testing form was mainly to gauge Amensalism’s atmosphere via its visuals and sound effects. This included asking players to rate the visual design, sound design, and movement. By focusing on these aspects, we can ensure that the atmospheric elements, which are vital for our horror game, are immersive and effective in creating fear and tension. To ensure a smooth player experience, we also included questions about the game’s clarity and any notable bugs or glitches in the current build. Feedback on movement and camera controls helps us to refine these mechanics, ensuring that they feel intuitive and do not detract from players’ immersion. Likewise, identifying bugs and glitches before the final build will help us to deliver and polished and seamless prototype.
Results showed that players were quite satisfied with the visual and auditory elements, though other gameplay aspects such as movement and camera control seemed to need further adjustments. The feedback we received is crucial, as it highlights specific areas for improvement, ensuring that we enhance the overall player experience.
Displayed below are some of the testing results.
Results of player satisfaction with movement (with 5 meaning excellent).
Results of player satisfaction with visual style (with 5 meaning excellent).
Results of player satisfaction with sound design (with 5 meaning excellent).
Results of player satisfaction with conjoined horror elements.
The most common feedback we received were regarding the following:
- Camera: the drone’s controls may be unintuitive, especially whilst trying to balance the player's movement as well. Introducing one entity, then the other entity, might be a better approach.
- Likewise, some players found the camera controls to be slightly too sensitive.
- Dark colours: the shader is well-liked, but the colours might need some adjusting. Some players found the drone getting easy separated from the player while exploring too-dark areas.
- Clarifying roles: being a more unorthodox style of gameplay, we should aim to clarify the distinction between the player (body) and drone (eyes).
- Lack of enemies: we were unable to test enemy interaction in this iteration, as they were not working as intended in the lead-up to the current build. As a result, we disable this aspect to ensure a smoother testing experience.
- Bugs and errors: there were no major bugs found in the testing build, aside from the drone being able to move through the player (though the opposite did not occur).
Other feedback we received are as follows:
- User Interface and Controls:
- Needs easier cursor unlock (though Esc key works sometimes);
- Camera controls are “unusual” and need improvement, including sensitivity controls;
- Controls menu has inconsistent styling;
- Clearer instructions for movement are needed.
- Gameplay Mechanics:
- Players can get separated from body too easily; consider limiting the distance between them (not necessarily physically);
- Suggested level design where the drone and body are separated altogether;
- The drone can move through the player, but the reverse isn’t true; this interaction “feels off”;
- Introduce the player character first, and then the drone, to improve player orientation.
- Ambience and Aesthetics:
- Include occasional ambient sounds to enhance atmosphere;
- Positive feedback on the contrast between small and large room.
- Enemy Design:
- Interest in a doppelganger enemy that resembles the player.
- Potential Issues:
- Possible camera drift was noted, but could not be reproduced; may be an isolated incident.
Addressing Issues
Due to the scope and schedule of the prototype, it would be impossible to address all of the feedback that we received. Thus, we will focus on the "most common" feedback, as many of these points encompass the game's atmosphere, which is a core part of our vision.
- Camera/drone: we should attempt to introduce one entity first, to clarify the role of each playable character. We will also balance the camera controls to move a little more slowly, as some players found them to be slightly too sensitive.
- Too-dark colours: while players enjoyed the shader, some players noted that unlit areas were, in fact, too dark. Adjusting this may include adding an extra shade to the shader, so that the transition from light to dark is more gradual than before.
- Lack of enemies: as we were unable to test enemy interaction in the testing build, we will reintroduce them during the week, ensuring that there are not bugs or errors in their behaviour.
Thank you! :]
AMENSALISM - KIT207
Status | Prototype |
Authors | georgie, Endermagnet, Rat Prophetist Fordism, XxumamarcaxX |
More posts
- Devlog 7: Finishing TouchesMay 30, 2024
- Devlog 5: Putting It All TogetherMay 24, 2024
- Devlog 4: Levelling Off!May 19, 2024
- Devlog 3: Slowly Getting There...May 17, 2024
- Devlog 2: Design AspectsMay 09, 2024
- Devlog 1: Getting Started!Apr 30, 2024
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