Testing



Screenshot displaying lighting locations and some settings on Player and Background.


Feedback from week 12 feedback session:

The testing session provided feedback in the form of a customer feedback form. Feedback received was that the level design was appealing to very appealing, the stability of the game was very stable to stable. The enemies were difficult to very difficult. Player movement and enemy movement were rated on a scale of 1 to 10 and received an 8/10 and 10/10. The animations of the Player and Enemies were rated 8/10 and 10/10. The sound and music of the game rated 8/10 and 10/10.

 

Bugs reported were that the End Screen didn't load. Could sometimes shoot through walls. Suggestions were to reduce the health of the enemies and lower the volume of the music. Also, another comment was generally that the Enemy health seemed high, and it might be better to have enemies that progressively got stronger on later levels if that became a feature of the game.

 

Things I did to address this particular feedback: 


I adjusted the bullet speed and fire rate, increased the size of the bullet projectile, adjusted the rigidbody to be continuous. I believe it has mostly reduced the chance of any bullets going through walls. With the end screen not loading, that is referring to the escape cave not appearing on subsequent runs when you rescue the three explorers, currently I have fixed the bug, and the escape cave now appears on subsequent runs.

 

Although through a lot of testing and adjusting numerous scripts, sometimes slight changes whilst developing the game did effect consistency of the escape cave working properly, as well as a currently there is an ongoing issue with displaying the correct time score on subsequent runs after the first run of the level. That particular matter is a work in progress to fix. The Enemies' health level has been reduced, as well as the Enemies will occasionally by a set percentage drop a first aid kit when they are eliminated, which the Player can use to restore health if needed.

 

Post testing in week 12 I have added some polish by adding a Spotlight 2D Lighting to just above the Escape Cave, this gives the Escape Cave a more realistic look, and the light reflects down onto the cave floor, as if light were coming from outside the cave. I have also significantly changed the look of the game as the cave now is in Global darkness with a blue colour to a level of 0.1 intensity, however the Player has a Spotlight 2D attached to act as a torch light, and another Player Light just to make sure the player has enough lighting at all times on the back side of the Player sprite. I have received one positive comment on the look of the lighting, and I believe it improves the game's environment look and feel to the game.

Screenshot displaying level of darkness of cave.

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