22 February 2015

Playtesting Square Wobble

Once again I got 20 people who meet my target audience requirements, to play my prototype - this time Square Wobble, and give me a constructive feedback. I've asked the same questions as I did with Square Drop, and here are the results:
If I thought Square Drop has provided me with good feedback, then Square Wobble's one is almost perfect. The game has proven to be very easy to learn to 18 people, and easy to learn to 2 people, and very difficult to master to 19 (!) playtesters, and difficult to 1.

In fact some players stated that the game is too difficult to master, and that they want bigger gaps, or slower gameplay in order to have a higher chance of succeding with squeezing the square through. Looking at the high scores, it's clear that some people struggled getting a single point after 2 minutes of gameplay, which shows a much bigger challenge compared to Square Drop, where the results averaged between 10 to 20.

One issue I stumbled across multiple times, was the annoyance of the swipe mechanic. Even after performing an improvement with this input, players still complained that sometimes they feel that the square reacts to the swipe slightly later, and that it affects gameplay. In fact the problem laid with the fact that players were performing such quick and innacurate swipes, that sometimes the game wasn't picking up on them, delaying, or not letting the square move in the opposite direction at all.

Now that I have the results, I'll be able to perform iterations, and make Square Wobble a better game.

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