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Buffs & Debuffs user testing

WendyW16 edited this page Sep 13, 2021 · 11 revisions

Introduction

Buffs & Debuffs will be added to the game to allow the player to experience gameplay enhancements and ailments. Buffs/debuffs will spawn as items on the map for the player to collide with to attain. Buffs/debuffs will be removed from the player when they lose a level, or progress to the next.

Purpose

A test plan was developed to determine whether the player is aware of the features and design elements. The feedback enables the team to determine whether the design is consistent with the user’s previous experience in similar games, and whether changes to the visual design or interactive elements are required.

Test Plan

According to the user experience information we want to know, we took the TAM method to test the three screens.

What preparations have been made:

  • Design two different type of feature icons for interactive testing
  • Prepare test tasks on screen interaction
  • Questions to ask users after testing
  • Invite 5 test users (regardless of age and gender)

Questionnaire:

  • Click Increasing blood by 20 functionality.
  • Click Decreasing blood by 20 functionality.
  • Click Sprint functionality.
  • Click Invincible functionality.
  • Click Double damage functionality.
  • Satisfaction with the overall style of Buff and Debuff features.(1-5)
  • Feedback about these Buffs and Debuffs features.
  • Feedback about Cant Jump feature design.

Test Prototype & Feedback

  • Initial design product: IMG_1247 4 DA952E13-9F5E-493D-B7E2-7CC73C97AA1C According these three images to ask the users questions.

Buffs

For Increasing Blood Buff:

  • U1:easily click, because the O2 about the topic make the user it means increasing blood. But the eyes could be changed to a heart or sort of red color.
  • U2:easily click, but a bit confused about the colour why not red. Eyes made user feel its like a NPC.
  • U3:easily find, because it's reasonable, eyes are more attractive but not good.
  • U4:easily click, eyes are better because others have eyes but a bit like NPC.
  • U5:easily find, eyes are better.

For Sprint Buff:

  • U1: Both are easy to recognise.
  • U2: easily click, Jetpack is better as it looks faster.
  • U3: easily click, Jetpack is better due to topic.
  • U4: easily click, Jetpack is better due to topic.
  • U5: only recognise shoes.

For Invincible Buff:

  • U1:didn't figure out, user thought the icon is defence feature.
  • U2: easily to find.
  • U3: User thought the jetpack is invincible.
  • U4: User thought the jetpack is invincible.
  • U5: could find it, because the icon looks happy.

Debuffs

For Decreasing Blood Debuff:

  • U1:easily find, could be a broken heart icon.
  • U2:didn't find, user thought its the purple shield.
  • U3:easily click, feel good with this icon.
  • U4:easily click, based on increasing blood icon.
  • U5:a bit confused, user thought it was shield because the purple shield looks sad.

For Double Damage Debuff:

  • U1: didn't figure out the icon.
  • U2: easily click.
  • U3: easily click as it's reasonable.
  • U4: thought the icon is to decrease blood.
  • U5: easily click.

Suggestion about Can't Jump debuff.

  • U1: Could be a jetpack with "Cant jump" words.
  • U2: Shoes with a stop sign.
  • U3: Could be a shot put.
  • U4: Have no idea.
  • U5: design a pair of slips.

Satisfaction about the whole style(1-5):

  • U1:3.5;
  • U2:3;
  • U3: 3;
  • U4: 4;
  • U5: 4.

Conclusion

Buffs

  • Increasing blood by 20 buff:

increase blood

  • Sprint Buff:

sprint

  • Invincibility:

画板 9 副本

Debuffs

  • Decreasing blood by 20:

画板 9

  • Double damage:

画板 9 副本 2

  • Cant Jump Buff:
WechatIMG160

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Enemy Monster Design and Animations

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User Testing

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