14 January 2015

Playtesting Square Drop - Part 1


Today has been a productive day - I turned up to the University labs, and managed to get 13 people to playtest Square Drop. What that means is that for the rest of the week I just need 7 more playtesters to start summarizing their feedback and perform iterations.

This is my current feedback (the numbers in brackets show the amount of people that have selected each answer):
Having done my market research I know that the people who playtested my game, belong to the target audience I'm aiming at. Everyone apart from my lecturer Chris, were within the age range of between 18 to 25, and most of the playtesters play or have played twitch based smartphone games before.

Generally players really liked the game, they loved the idea of gaps spawning randomly, making it difficult to get into the rhythm, and overall even though most of them haven't found the game extremely difficult, they thought it was tricky enough to be challenging and addicting.

Some of the iteration suggestions were predictable, while others very interesting. As for the easy to learn element, almost all players knew how to play the game straight away, so there was no need for feedback there.

Overall I'm very happy with the results, and once I get the remaining playtesters, I'll start improving Square Drop.

No comments:

Post a Comment