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The Abyss Usability Test The Abyss Usability Test

The Abyss Usability Test - PowerPoint Presentation

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Uploaded On 2016-09-01

The Abyss Usability Test - PPT Presentation

SMU Main C ampus 12814 Playtest 26 Testers SMU Main Campus HughesTrig Student Center 65 Male Playtesters Primarily Console gamers with PC and Casual not far behind Few NonGamers Majority of players had played shooting based games and some played ID: 458654

testers players fun difficulty players testers difficulty fun wanted enjoyed game levels gamers hud easy enemies thought level understood understand laser difficult

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Presentation Transcript

Slide1

The Abyss Usability Test

SMU Main

C

ampus 12/8/14Slide2

Playtest

26 Testers

SMU Main Campus, Hughes-Trig Student Center

65% Male Slide3

Playtesters

Primarily Console gamers with PC and Casual not far behind. Few Non-Gamers

Majority of players had played shooting based games and some played

Shoot’em

Up games like

The AbyssSlide4

What was fun and what was not fun?

In general, testers seemed to think that the difficulty of the levels and enemies was both fun and not fun, and they all enjoyed surviving through the waves. They also enjoyed the arcade-like experience that the game provided.

Average Fun

R

ating: 7.8 of 10Slide5

What was difficult and what was easy?

Testers thought the controls were easy to handle and the game concept easily understood. Most testers that were also Casual Gamers thought the difficulty of the levels increased too quickly from Level 1 to Level 2. They all seemed to agree that the side crabs were the most difficult enemy.

Average Difficulty Rating: 6.88 of 10Slide6

Final Scores and Death Count

Many Testers did not remember their score

Testers with lower scores did not finish the game

Players understood the scoring system, but most were too focused on defeating enemies to give it attention

E

ven distribution of death count

No players beat the game without dying Slide7

Features

Weapons

Players enjoyed the laser a lot

Players suggested the different torpedo upgrades to add greater diversity to gameplay

HUD

Testers thought HUD elements were succinct, non-distracting, and easy to understand

Some testers did not immediately understand certain HUD elements

Enemies

Players enjoyed the enemy design and animations

Testers struggled the most with the eels and side crabs Slide8

Final Thoughts

Favorites

Testers loved using the laser

Players were split on game difficulty. Some wanted more difficulty and others lessThe players that disliked the difficulty struggled with the learning curve from level 1 to 2AdditionsPlayers wanted more levelsPlayers wanted more power-ups Players wanted background music behind the sound effects