PatrickChavez / CART_315_2021_Prototype_1

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Playtest Questions #1

Open PatrickChavez opened 3 years ago

PatrickChavez commented 3 years ago
LeVieuxSinge commented 3 years ago

Xavier Champoux

  1. 6 / 10
  2. No, but since it was offered, I did take it the first time.
  3. Yes, it always feel great to cheat in a game.
  4. Yes because it is an accomplishment.
  5. Way too tempting. Actually, the first run I went straight for it.
  6. The second and third shortcut feel more time saver because the difficulty of those stages of the game are pretty easy.
  7. The character controls are too soft. It feels like the gravity is not hard enough and the character is constantly gliding.
  8. The first person was for sure more disorienting than a 3rd person view as you cannot really see far in front of you.
  9. The obstacles were not as challenging as I intended them to be. In fact, the difficulty comes more from the soft controls.
  10. Failure was not too discouraging because the level was not long enough.
LiliaIsABell commented 3 years ago

Lilia Isabel Aguirre Lugo

  1. It was pretty difficult, but it did not take me hours to complete it.
  2. Only once, the first one, but it was mainly out of curiosity rather than frustration.
  3. No because I wasn't sure how to use it and assumed it was a false one. I was quicker to give up on the short cut than the actual path.
  4. Yes, but then when I tried to look at the credits and fell off the platform and realized there was no way to get back up, I was disappointed.
  5. Confuse, because it didn't do anything. I immediately assumed it was false.
  6. No, because I did not bother reaching them.
  7. Yes, but jumping was difficult because I couldn't tell how far I was going.
  8. A little bit, mainly because I forgot to I needed to use the mouse to see and I couldn't see how far I was jumping.
  9. Yes.
  10. I was very determined to complete the game.
ToonJay commented 3 years ago
  1. How difficult was the level? Easy once I got used to the controls.

  2. Did you feel like you needed to take a shortcut during play? I thought that was for playtesting purposes to simply focus on certain parts in case I died xD I thought the point was to complete it without them and either way the level wasn't long

  3. Did it feel satisfying to take a shortcut? I tried one and as I thought, it was meant to go through the level easily (as in 0 effort). Having the shortcuts labeled as well as easy to get to makes it unsatisfying. Although, with how I have 0 control when I'm airborne (basically the jumps are 100% dedicated), I wouldn't take risky shortcuts.

  4. Did it feel satisfying to beat the level without a shortcut? Not really since it was more on the time-consuming side rather than challenging/dynamic platform. If you would make jumping more flexible, you could probably make your levels a lot more dynamic.

  5. How do you feel about the shortcut at the start of the level? I thought it was to get to other parts easily and playtest since it was so obvious. I thought the shortcuts would teleport you to the next xD.

  6. Do the second and third shortcuts feel necessary? Nope.

  7. Did the character feel comfortable to play? Yes except for the jumping since there's 0 aerial control.

  8. Is playing in first person disorienting? That depends on how you design your levels. In the case of this level, yes.

  9. Were the obstacles challenging? Not when you figure out the jump and don't run+jump.

  10. Was failure discouraging? / How motivated were you to play after dying? Only died at the very beginning .