Playtests: Game Club & Wonderville


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

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