So far in the course we have had two ”major” playtestings. The first one behing ahead of the Alpha deadline and the second one being ahead of the Beta deadline.
Playtesting 1:
The first playtesting went quite well I must say. Most playtesters liked what we had so far and we actually had a playable game at that point with many of our assets already implemented. For the Alpha, we didnt focus on music or sound what so ever, so for the first playtesting we had no sound to be tested.
We had for this test-session, two different attacks. One smaller fast laser and one stronger laser the player need to charge up. What we noticed during this playtesting was that many of our testers didnt realize this and therefore did not use the stronger, charged up laser, which was the main issue for the first playtesting, since it was something we really wanted to try out. This is something we worked on for the comming sprints to make it more obvious for the player, and mainly our cannon on the Behemoth has been worked with to make this obvious. Now, we show in a clearer way on the cannon when it charges up the laser.
Playtesting 2:
For the second playtest we had added a lot more to our game compared to the first one. On our second playtest, we had nearly every asset for the game in the game. We were missing an entrance animation for our third enemy but nearly everything we wanted for the final product were in for the Beta. The second playtesting also went good, we had a lot of different playtesters testing our game and most of them liked it and told us we had a finished product which matched our aesthetics, so we were happy with that. We had made some changes in the controls from the first playtesting accordingly to the feedback we got from the first playtesting, so for example, changing the shields was now made on 1-2-3-4 instead of h-j-k-l, to make it less confusing for the player while still having many controls to keep the aesthethic feel of manouvering a heavy machine.
The one thing our playtesters didnt find out about or found hard / confusing to understand was our power-up. Many testers didnt know when they could use the power-up or how to use it so that was kinda dissapointing and is something we have kept working with since the playtesting, to make it more obvious for the player that they have a power-up they can use.
These playtestings have been very valuable for us sine we have gotten really good and valuable feedback from different players. A lot of the feedback we have got have helped us confirm problems that we had in our minds but didnt really know if it was a problem or not, and also helped us with questions and decisions we had to make in the group where half of the group thought one thing and the other group another. Then with help of the feedback from the playtestings that supported one of the sides, we made the decision accordingly. Also, from the observations that we made from the playtestings, we could make the conclusion that a good tutorial would be beneficial for us to teach the player how the game is played and what they can do. So we have lately been working on an intereting tutorial to teach the player what they can do and how its done while letting them play and try them out. All in all, I think that these playtestings have been very valuable for us in the grop and with our development of the game.
Picture of the change of the cannon from early version to late version. The top one being the early alpha version of the cannon and the one under being the current version of the cannon.