Last week I asked 20 people to play Square Drop and answer a few questions to help me decide whether the game needs iterations, and improving upon the easy to learn and hard to master elements. The questions were about player's age, gender, experience of playing twitch based mobile games, and opinion whether in their eyes Square Drop is easy to learn and difficult to master. These questions weren't made up off the top of my head - beforehand I read an article on Gamasutra called Best Practices - 5 Tips for Better Playtesting.
As seen in the
previous post which shows the final results the vast majority of playtesters were within the target age, and do play twitch mobile games, which means that I can comfortably say that they were the target audience I'm aiming at from the beginning.
The two crucial questions I asked were:
- From 1 to 5 how quickly did you know how to play Square Drop?
- From 1 to 5 how difficult do you think the game is to master?
The results showed that the game is very easy to learn (eighteen players voted 5/5, two voted 4/5), and relatively hard to master (three voted 2/5, five voted 3/5, seven voted 4/5, five voted 5/5).
The most interesting iteration suggestions I received were:
- Have different gap sizes - would increase randomness and unpredictability, making it more difficult to master
- Change the speed of the square every time it drops - another way of increasing randomness and unpredictability, and making the player never be certain about when should they tap
- Put a delay on the tap so that the square reacts a fraction of a second later - would make the twitch mechanic more tricky for the player, and so the game more difficult to master as well
What do I do next?
Certainly the easy to learn element is no worry of mine since the results were very positive. My slight concern however is the fact that some players haven't found the game too difficult. A vast majority were not reaching 20 points after 3 minutes of gameplay, which is ok, however there were individuals who were getting 30 and 40 points.
When we compare this to Flappy Bird, where reaching 2 points after 3 minutes is an achievement, my game doesn't look like much of a challenge.
On the other hand, more than having Square Drop very difficult to master, I value its already shining addictiveness. Every playtester was in the state of flow, glued to the screen, wanting to try one more time no matter of the score.
So should I iterate Square Drop, or move on to designing a new prototype?
Since it's a difficult decision to make at this stage of my dissertation (I'm right in the middle of it, and time is ticking away!), I'm going to list down the pros and cons of each outcome, and go from there:
The Pros of iterating Square Drop:
- Will push Square Drop towards being more difficult to master than it currently is
The cons of iterating Square Drop:
- I won't learn any new code, considering that the core mechanics are already there, and the iteration suggestions do not change them radically enough for me to learn any new C#.
The pros of starting a new prototype:
- Will have more time to design and develop a new prototype, possibly giving me the chance of creating a third prototype
The cons of starting a new prototype:
- Square Drop will be left the way it is without performing any iterations
Decision:
Square Drop is good the way it is. It's addicting, it's fun, it's difficult for most of players, and still relatively tricky for hardcore gamers (like my lecturer Chris who pulled of 47 points on his 10th try). I could iterate it, however considering my dissertation priority - which is to learn C#; the fact that my game already is easy to learn, and (relatively) hard to master; and the fact that the suggested iterations won't teach me any more code, I have decided to spend the next week designing a new prototype, and start developing it at the beginning of February. That way I'll have a lot more time and less stress working and iterating a new game, and possibly, as suggested by Dave, it'll give me enough time to create one more prototype.