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QA Testing

Playtest Reviews

Technical Summary:

With Gold finally at an end, we took part in one final group playtest, having the same people who playtested our Alpha versions, test the most recent package of our game. We provided a feedback form once again for people to fill out to collect feedback and also recorded the playthrough's of all the people who tested the game, helping us understand how people played the game and how they used the mechanics of the game to help them throughout the game. This time, I didn't sit and watch for potential bugs and issues that the people playing would have, since I was also playing theirs for them. 

Reflection:

I personally think that this was one of the playtests that we were actually quite prepared for, but we got put into an unfortunate situation that held us back was that we didn't have the usual computers that ran the game well, so not only us, but other groups were having several crashes and frame drops throughout recordings and playthrough's, which didn't help us at all. We also didn't get many people who played the game to fill out feedback, and being restricted to only an hour and having so many questions and potential elements for us to receive feedback from doesn't always get brought up or reflected through feedback when people know they're under time pressure. 

Regarding the written feedback we did get, I do agree that the day period could perhaps be longer to help new player's get a grip with all the UI, navigating the level and understanding what they need to do. The other written feedback we received I completely disagree with, having spent a solid amount of time in the past couple of weeks developing the marker system and reworking the objectives to help with the main objectives of the game, so to see that someone still thinks this is an area of improvement makes me question whether they even knew the features were in the game, even though the UI mentions where you can select objective from. I also think that the enemies going inside of buildings is completely fair, the point of the enemies is to chase the player and capture them, so allowing the oppressors to freely reign over the level doesn't feel like something we should prevent, especially when you can go invisible, and they will return to their intended patrol. Unfortunately, I don't have access to the video that this feedback was received from, but I would like to see why they felt like these were improvements we needed to make.

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