Playtests: Game Club & Wonderville
Wild Hunt: The Tables Turn » Devlog
Game Club Playtest:
*This is the beta version of the game*
Observations
- Some players seemed to have some difficulties aiming and shooting. This might be because the crosshair UI we have was too small.
- Players seemed confused as to when to exorcised the ghost and how to do it.
- Since the bullets have gravity, if the ghost spawn a but further away, the player could never get hit.
- The ghosts started firing even before the player sees them, making them die before even seeing the ghost.
- Many players didn't notice the health going down.
- The ghosts can spawn right on top of the player, making it almost impossible to see.
- Some players walk around a lot, while some mostly stood still. This might be depending on where the ghost is spawned from the starting position.
- The players keep tapping even though the ghost is weakened and can be exorcised. This is because there wasn't enough feedbacks.
Feedbacks
- Not clear if you should tap or swipe so the playtester was doing both.
- Likes to walk around and explore for ghosts instead of in a closer space.
- Swiping not clear that you have to do so to eliminate ghost. Give visual indicator to tell player. Swipe to ‘catch’ ghost and maybe produce a net or object to catch ghost.
- Maybe have ghosts move slowly towards player if they spawn too far away.
- Vibration not very clear if you are getting hit or if you are hitting the ghost. Make this obvious.
- Lower the health of ghosts because tapping can get tiring.
- Would like map if distances are too long to see where ghosts will spawn.
- Have ghost float around and move around to make it more lively.
- Have sound effects for the ghosts.
- Add feedback for when player gets damaged.
- Didn't catch the ghost disappearing when exorcising. Playtester thought the ghost just moved somewhere else.
- Interesting and satisfying game.
- Didn’t know they had to walk because the ghosts appeared too close to each other.
- Gravity on projectiles is more interesting and fun. It is more fun and challenging to have the projectiles with gravity.
- Perhaps incorporate in feedback and animation the ghost going to heaven and light coming from the sky when defeating it.
- Cute and exciting game.
- Does the game tell you how close the ghost is? Maybe the game should tell you how close the ghosts are.
- In terms of attacking, there’s not much choice and agency in choosing to attack or not.
- The ghost is too large. Make ghosts smaller so they don’t take up most of the screen.
- More feedback in general.
- There should be tutorial.
- The ghost health should have an indication.
- What’s the difference between power and health?’
- Power functionality not immediately obvious
- Wish that your projectile would appear from wherever you tap. Would be easier to aim with a crosshair
Wonderville Playtest:
*This is the alpha version of the game, before the final version*
Observations
- One player asked "What is that?" when seeing the ghost. Maybe the ghosts didn't look like the ghosts she was expecting.
- The game takes very long to spawn the ghost, which might because of that certain location.
- The ghosts were flying away instead of staying in one place, making them hard to track.
- The playtesters were walking around and looking at the map as intended.
- The ghost can spawn behind the players and attack them, causing them to die unexpectedly.
- UI doesn't disappear after tutorial is done.
- Ghosts randomly appearing after the screen closes and reopening it. This is probably the geolocation re-calculating where the player is in relation to the world.
- People try to dodge by crouching down although this is not effective.
- Sometimes the ghost didn't change color when it is weakened.
Feedbacks
- Polished game, feels complete.
- Prefers walking outside to look for more ghosts.
- Sometimes it is hard to see ghosts attacking you and you die unexpectedly.
- Prefers walking around outside, more immersive.
- Shooting a little confusing at first, got confused and would charge shots instead.
- Rare ghost is too strong, needs to be weakened.
- Aim cursor hard to spot.
- Enjoy the effects and particles.
- Not sure if its possible to avoid the ghost's bullets.
- Not sure when to swipe to eliminate ghost. When ghost turns black is not clear enough and some of them doesn't turn black.
- Not sure what vibrating means exactly.
- Shooting mechanic fun and interesting.
- Particle effects are fun.
- The simplicity of the game is good.
- Some particles get in the way of aiming at the enemy.
- Make enemy state changes more obvious.
- Add clearer feedback for when ghosts get exorcised.
- Add in more directional indicators for where ghosts appear next.
- Perhaps add text indicators for when ghosts can be exorcised or a screen indicator that changes color.
- Indicator and more feedback for exorcising and when ghost is weakened.
- Animate ghosts when it gets damaged to show how it gets injured.
- Good game, feels and plays well.
Before final version...
- Add effects to the ending screen
- Add audio feedbacks
- Fix the UI and exorcising bugs, like the ghost not changing color when weakened.
- Make the ghosts only shoot when they are on screen.
- Make the rare ghost weaker and smaller.
- Spawn the ghostd further apart.
Files
Wild_Hunt_The_Tables_Turn.apk 61 MB
Dec 13, 2019
Get Wild Hunt: The Tables Turn
Wild Hunt: The Tables Turn
An AR game for ghost hunters!!
More posts
- GDW: Exercises & Readings & ResearchsDec 17, 2019
- Design ProcessDec 13, 2019
- PostmortemDec 13, 2019
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