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Week 12
Blog Post #11: Playtesting

Hi guys! For this week, I've finished all my playtest as well as the playtest write-up. It was really fun having people test out my game but also frustrating at some points to see people miss out on some parts of the game I spent so long developing, only for people to not notice it!!! But overall it was very insightful.

 

Being able to see what people needed help with and struggled with consistently made me realize what elements of my level design needed to be fixed. It wasn't that any of my players were bad gamers, but rather there were some flawed design elements making it very difficult for my game to progress smoothly. The biggest thing that I didn't realize was an issue was a lot of placement of static mesh items for decor or even for navigation. Things that players could jump on weren't originally measured out that well. Players would get stuck behind some crates or barrels when trying to climb up to reach collectibles, or even miss jumps entirely when crossing some areas. I never had any issues testing because I was familiar with the game controls but I realized that there's a very different perspective from being the developer versus being a player.

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