Daily Archives: March 8, 2018
Playtesting…1..2..3…
Alpha and Beta presentations are done and the clock is ticking for the final submission. Every group has implemented most of the assets and now the final polishing is underway. Like others, we are almost done, only left with a few tweaks and bug fixing.
Playtesting had played a very crucial role in the development of the game “Fear is in me”. The first playtest was an utter failure. In the first playtest session before the alpha presentation, our group could not […]
Playtesting…1..2..3…
Alpha and Beta presentations are done and the clock is ticking for the final submission. Every group has implemented most of the assets and now the final polishing is underway. Like others, we are almost done, only left with a few tweaks and bug fixing.
Playtesting had played a very crucial role in the development of the game “Fear is in me”. The first playtest was an utter failure. In the first playtest session before the alpha presentation, our group could not […]
Blog 5
Working with playtests and feedback
So the topic for this week is playtests, and for that I will tell you how we have playtested our game as well as how that affected.
Footage from the Alpha build of the game.
For the Alpha-playtest we had one enemy, one power-up and the player who can move and shoot. At this stage we had not yet implemented the fog system which is a key part of our game concept. Therefore it was difficult to ask […]
Blog 5
Working with playtests and feedback
So the topic for this week is playtests, and for that I will tell you how we have playtested our game as well as how that affected.
Footage from the Alpha build of the game.
For the Alpha-playtest we had one enemy, one power-up and the player who can move and shoot. At this stage we had not yet implemented the fog system which is a key part of our game concept. Therefore it was difficult to ask […]
Importance of playtesting
One of the most important parts of working scrum or agile in general is iteration, and one of the most important parts of iteration is feedback. How else would you know what to change and re-iterate? This is where playtesting comes in. It is one of the most important aspects of making high quality games, games where every single feature just feels polished and well thought out.
The playtesting settings we’ve had have provided our group with great feedback, not only […]
Importance of playtesting
One of the most important parts of working scrum or agile in general is iteration, and one of the most important parts of iteration is feedback. How else would you know what to change and re-iterate? This is where playtesting comes in. It is one of the most important aspects of making high quality games, games where every single feature just feels polished and well thought out.
The playtesting settings we’ve had have provided our group with great feedback, not only […]
Playtesting and how Sirens rose from exhaustion
When playtesting, having a clear focus and idea about what you want to test is vital. Our beta playtesting was focused in one aspect of the game: Powerups.
We couldn’t come to a conclusion of what would be best for the game, and in consequence to the player: Power-up as instant pickups, or power-ups as innate abilities that you could activate with the use of energy. Making a decision about this was important, as the design of animations and assets depended […]
Playtesting and how Sirens rose from exhaustion
When playtesting, having a clear focus and idea about what you want to test is vital. Our beta playtesting was focused in one aspect of the game: Powerups.
We couldn’t come to a conclusion of what would be best for the game, and in consequence to the player: Power-up as instant pickups, or power-ups as innate abilities that you could activate with the use of energy. Making a decision about this was important, as the design of animations and assets depended […]
Blog post 5 – Playtesting
During this course we have had two playtesting workshops were other teams could test each other’s games and give feedback on them. And in our group Archon we have been working on showing our game Aetherial for the playtesting. The playtesting was arranged a few days before the Alfa presentation and the same for the Beata presentation.
The playtesting purpose were to let the groups see each other’s games and to get valuable information on how to improve your game. It […]
Blog post 5 – Playtesting
During this course we have had two playtesting workshops were other teams could test each other’s games and give feedback on them. And in our group Archon we have been working on showing our game Aetherial for the playtesting. The playtesting was arranged a few days before the Alfa presentation and the same for the Beata presentation.
The playtesting purpose were to let the groups see each other’s games and to get valuable information on how to improve your game. It […]
Playtesting Umibōzu
Hello, I am Hampus Bergström, the game designer for the team Wendigo that works on the game Umibōzu. During our course “Game Design 2: game Development” and therefore during development of this game, we have had the chance to playtest our game with all other first year student in the game education. Having such a large number of testers to test our game has helped us a lot to see what to change in or game and more importantly, what […]
Playtesting Umibōzu
Hello, I am Hampus Bergström, the game designer for the team Wendigo that works on the game Umibōzu. During our course “Game Design 2: game Development” and therefore during development of this game, we have had the chance to playtest our game with all other first year student in the game education. Having such a large number of testers to test our game has helped us a lot to see what to change in or game and more importantly, what […]
5th post – Playtesting
During the production of our “Shoot em up” game, we have had couple of playtests. For the first test, we made a survey with 4 questions. We had received 22 responses. As for the second playtest, we just asked the players what they did not like about the game and how to improve it. The purpose of playtesting was to get feedback on the game and maybe some advices on how to fix some problems.
During the Alpha playtest, we basically […]
5th post – Playtesting
During the production of our “Shoot em up” game, we have had couple of playtests. For the first test, we made a survey with 4 questions. We had received 22 responses. As for the second playtest, we just asked the players what they did not like about the game and how to improve it. The purpose of playtesting was to get feedback on the game and maybe some advices on how to fix some problems.
During the Alpha playtest, we basically […]
Playtesting
This weeks post is going to be focused on the playtesting sessions that we have gone through and the information that we received regarding our game. Based on the feedback that we got back from the first playtesting session, we realized that our game was very player friendly. The enemies were easy to kill and the obstacles that we had were not causing any damage to the player when they hit them. We also got feedback regarding our sounds, Mika suggested that […]
Playtesting
This weeks post is going to be focused on the playtesting sessions that we have gone through and the information that we received regarding our game. Based on the feedback that we got back from the first playtesting session, we realized that our game was very player friendly. The enemies were easy to kill and the obstacles that we had were not causing any damage to the player when they hit them. We also got feedback regarding our sounds, Mika suggested that […]
Game Design journal 5
Mikael Ferroukhi
Date 08/03/18
During the production of my game Umibozu, me and my team has been through some heavy brainstorming sessions where we would decide what are the best ideas and solutions we can find to make our game the most enjoyable and close to his original aesthetic, all of this while keeping in mind our capacity and limitations to produce code and art.
The problem is that when you stay for too long with a group of 6 people and that […]
Game Design journal 5
Mikael Ferroukhi
Date 08/03/18
During the production of my game Umibozu, me and my team has been through some heavy brainstorming sessions where we would decide what are the best ideas and solutions we can find to make our game the most enjoyable and close to his original aesthetic, all of this while keeping in mind our capacity and limitations to produce code and art.
The problem is that when you stay for too long with a group of 6 people and that […]
Blog Post 5 – Playtesting
Playtesting has for our group been an experience that comes with a mixed bag of emotions. On one hand, its been a great experience to see people enjoying themselves while playing our game, and of course it feels great to receive positive feedback. On the other hand, we’ve during both of the playtesting sessions encountered bugs (not the buzzing kind) that we previously had never seen before. Luckily they haven’t rendered the game completely unplayable, but it still annoyed all […]
Blog Post 5 – Playtesting
Playtesting has for our group been an experience that comes with a mixed bag of emotions. On one hand, its been a great experience to see people enjoying themselves while playing our game, and of course it feels great to receive positive feedback. On the other hand, we’ve during both of the playtesting sessions encountered bugs (not the buzzing kind) that we previously had never seen before. Luckily they haven’t rendered the game completely unplayable, but it still annoyed all […]
To test or detest? That is the question
Hello everyone, this will probably a slightly shorter blog post since it’s about how my workflow and priorities has been affected by the feedback gained through the playtesting. Throughout the playtesting we got very few comments on the art in general, and most of what we got was that it looked good – there are however two artistic things that have found their way into the game faster because of the feedback we got.
Well technically 3; During the alpha […]
To test or detest? That is the question
Hello everyone, this will probably a slightly shorter blog post since it’s about how my workflow and priorities has been affected by the feedback gained through the playtesting. Throughout the playtesting we got very few comments on the art in general, and most of what we got was that it looked good – there are however two artistic things that have found their way into the game faster because of the feedback we got.
Well technically 3; During the alpha […]
The power of playtesting
At the start of the project, we decided to make some fundamental changes to the mechanics. Among other things, we changed the way the player moved. I have talked about this in an earlier post so I will keep things short, but the general gist was that we wanted to make the player feel like he/she was on an actual boat. We achieved this by having the boat rotate on an axis instead of instantly strafing left and right as […]
The power of playtesting
At the start of the project, we decided to make some fundamental changes to the mechanics. Among other things, we changed the way the player moved. I have talked about this in an earlier post so I will keep things short, but the general gist was that we wanted to make the player feel like he/she was on an actual boat. We achieved this by having the boat rotate on an axis instead of instantly strafing left and right as […]