Progress Devlog 6 - Testing


Game Testing


1.  Changes made to the game (based on week 12 feedback):

I briefly covered some of this in the previous devlog and in documentation, but I'll expand on these a bit. 

Feedback 1: 
Game controls were difficult to understand. 

Changes: 
The biggest change here was introducing a tutorial level with detailed instructions on various game functions and how to move the character. I also introduced tutorial sections in Level 01 (more advanced movement and functions) and Level 03 (weapon use and functions).  


(Gif: Tutorial section in Level 0 demonstrating interaction controls)


(Gif: Tutorial section in Level 1 demonstrating game functions)


(Gif: Tutorial section in Level 03 demonstrating weapon controls)

Feedback 2: 
Game was not very challenging.

Changes:
There were some big changes here since week 12, including additions to Level 01, and also Levels 02 and 03. 
Major changes to increase the challenge of the game included traps, faster enemies, better placed enemies, damaging objects (spiky bushes, ground spikes) and more difficult platform placement. I also included some little puzzle aspects too. 


(Gif: Level 01 - Yay... I made it over the spikes! Oh... )


(Gif: Level 02 - Hey... this tree is too high, how am I going to get up there?)


(Gif:  Level 03 - Those are some mean looking humans....)

Feedback 03:
Bug where the player gets stuck and can't move after talking to NPCs. 

Changes:
This was an issue with inputs being blocked whilst talking to characters. It has since been resolved by not freezing the player inputs, but freezing their movement. 


2. Changes made to polish the game:

- Adding more sound effects such as when the player or enemies get hit.
- Adding seperate music tracks to each level and trying to keep a consistent theme. 
- Adding more plants and environmental objects. 
- Gameplay improvements such as changing colliders so that the player can stand on objects better (but still a little slippery to add challenge!) 
- Speeding up enemies to make them more challenging and smoother. 
- Major change: Adding the mission objective at the end of a level that involves placing the kitten in a helicopter. 


(Gif: You're safe now little kitten!)

3. Changes made to the game (based on ICT Expo Feedback)

Feedback was generally all positive for the game from testers at the expo, which was great. 
There was one consistent issue I noticed though, which is where players would try to jump into a particular tree, thinking it had a one way platform effector. 
The fix: I added a one way platform effector! 


(Gif: Why can't I jump up this jolly tree! I'm kicking the crate in anger! )

The only other observation I noticed from the expo was that a lot of players actually struggled with the first level! I noted that many of them were not experienced platform gamers though, and as mentioned in the documentation devlog, I believe that when I've polished up and included the multiplayer component, I think this will only add to the fun and laughter. 


4. My experience in the testing session
The testing session was really great, and definitely led me to implementing a tutorial level, which made a massive difference to the game. I'm really glad I was able to do this before presenting the game at the ICT expo. 
Observing players too was very beneficial, and seeing the parts which they found challenging or enjoyable was a blast.

What would I change? 
Not much! Obviously having more people play the game would always be great. Perhaps giving more instructions whilst players were playing would have been beneficial too. 

5. Unresolved Bugs I noticed during testing
Whilst the game is playable now (and hopefully fun and enjoyable!) , there are still several bugs that I haven't had time to resolve:
- Sometimes objects carry through and duplicate into new scenes
- Sometimes the baby kitten is carried through into a new scene
- Weapons occasionally glitch and end up off screen or attached in the wrong place on the player

6. Future features  
The game is far from complete, and I'd love to add more features to it in the future. Some of these are:

- Multiplayer support for up to four players. This is the big one. The whole time, I've designed all the scripts and the game to be compatible with multiple players... so now it's just a matter of polishing it up and bug testing. Additionally, I'll need to alter the level design to create further challenges for multiple people. 
I really wish I could of have had this up and running before the expo...  as it would have been a blast to see people playing together.
- Taller player models. I'd like to increase the leg height of the players, so that ducking functions can have more purpose. 
- Creating a camera change when player looks up. 
- Adding ladders and having the ability to climb them. 
- Better animations and particle effects. 
- Touch controls. I was already so close to having these working! A lot of people I know would prefer to try out the game on mobile. 
- More enemies!
- More mounts! 
- More hazards!
- More levels!
- More everything! 

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