Critical Play project Pt.7: Resolving playtesting issues and more Playtesting

This log will focus on the new additions and changes made to the game in response to the playtest results from the last log. The newest build was then uploaded to my itch account for additional playtesting, the results of that playtest is gathered below.

Changes made

Please refer to the previous log (https://collaborative.myblog.arts.ac.uk/2021/03/26/critical-play-project-pt-6-voice-over-final-level-and-playtesting/) for the list of issues found.

  1. There was some player confusion on how to progress and what to do for puzzles. To address this, an objective in yellow text is placed at the top right when a player is given a puzzle to solve.
  2. There also some voice-over lines that indicate if a player is attempting the wrong solution.
The letters are dropped into the wrong spaces, then a voice-line starts and indicates the wrong placement.

3. Objects also change colour if the mouse is over that object.

Upon moving the mouse over objects, the colour of those objects change.

Unfortunately this change was not correctly implemented during the playtest. Players did not see the mouse over effects. David stated: “I still think you need mouse over indications, when the mouse goes onto a interactive object something should change, either the pointer or the object.”

In response to this comment, I believe the cursor should change instead. There are two reasons for this, one being the fact that the draggable objects change colour for a different mechanic (this being when the objects are dropped into the correct place, they turn yellow). If the object changes colour again then that may add more confusion, the player would have to find out what the different colours mean. The second reason is that in the later puzzles, a reticule is used that changes when over an interactable object. Then it follows that the cursor should also change in a similar manner to the reticule, this approach would keep the mouse over mechanic consistent.

Here is the reticule used in the 3D levels.

4. Transitions were implemented for the markers.

Upon completion, the markers move off screen and the next one moves across in a different direction.

5. The tap for the third puzzle now has attached a water tank model and repositioned, this was done because the original tap was a single handle and was floating off the side. Playtesters were confused what it did and did not know they were supposed to click on it, adding a detailed model should help the player understand what it does and it’s importance.

6. Colliders have been refined for the markers and content boxes.

7. The quit button loads a scene where the player is back in the room of the finalisaiton phase.

8. In order to make it more clear that the draggable objects are over their correct places, the objects change colour too.

When dropped in the correct spot they also stay that colour.

Playtesting changes

The playtest was conducted again, in different ways. One of these methods that the game was shared online via itch.io as per usual and playtested by coursemates and lecturers.

Shiqian Z. offered improvements, most of which concernd the feedback or lack thereof for interactable objects. Shiqian’s 1 and 3 comments show a want for more interactive elements in the first phase. As of right now the player can only click on the door and the game promptly quits the game. Instead a less drastic effect could be implemented. These comments highlight the fact that the player has nothing to do during this phase. The 2nd comment reflects on the timing of the dialogue and allowing the player a space to make the decision if they wish to stay around or leave the game.

The top irght of the error message has an X symbol. It currently does nothing.

As stated before the mouse over will be readjusted to show what is interactable. Both Zhu and David are still experiencing issues with interactable objects, it seems the collision boxes for the objects are still off. Both the WebGL and Windows executable versions were tested and there seems to be inconsistencies with the collider boxes.

This is the WebGL build, note the reticule is yellow when off of the tap.
This is the windows build, the reticule is not highlighted.

As such there must be an issue when building in different platforms. I may even consider choosing to build a windows version exclusively and ignore a WebGL build. I should also consider what else is being affected by being built for WebGL.

Fresh playtest

Another playtest had been arranged with Alex Browne and Jack Dean who had not played the game before. These people are not part of the course and have not been told anything about the game. They played the game just as the above playtesters via itch.io.

Below are gathered their comments.

The first playtester stated: “The camera angle felt hard to control at times, but could be my mouse or my lappy. Felt too fast at times. Like, when you have to turn the tap on felt like everytime i moved my mouse over the tap it would move sharply.

Another issue with sensitivity, in this case the playtester commented on if it was their set-up at fault. This is unlikely as there have been other playtesters that have stated the speed of the mouse movement is too high. To combat this, there could be a settings menu to change the sensitivity of the mouse. If this were to be implemented then a start screen would need to be implemented too.

The second playtester said: “I really like it! It’s very funny and your voice acting is really good! I really like the switch to 3D and the little objectives to complete. I do slightly feel like the stacking boxes is a touch too difficult and a little glitchy. Same with the tap I took me a while to get it to work. The mouse sensitivity for when you’re POV is a touch too much but besides that it’s fantastic! I especially like the voice testing and your Patrick Warburton impression!

Again there is difficulty with the mouse senstivity. This playtester also highlighted issues with the stacking and turning on the tap. This was the WebGL build so there may be issues with the collider again.

Changes to implement

  • Resolve the mouse sensitivity issue.
  • Resolve inconsistent colliders for the 3D sections, this being the tap and the boxes.
  • Implement interactive elements in the first phase.

In conclusion

The new changes were successful and resolved those issues found before, there are still some issues left like the mouse sensitivity. The next step would be to address these issues found.

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