Devlog 13: Testing Feedback


Summary of Feedback from Game Testing:

From the Gameplay Section of Questions:

The feedback shows that those who tested: 

  • Strongly Agreed that the point of the game was obvious.
  • Strongly Agreed that the game was fun.
  • Strongly Agreed that the layout of the map was good.
  • Strongly Agreed that the enemies were balanced.
  • Agreed that the game was easy to control.
  • Agreed that the players movement was good.
  • Agreed that the monsters were balanced
  • Were Neutral on the difficulty of each wave being good.

100% of testers thought that the difficulty of the games was too easy, and feedback for suggestions on how to change the games difficulty said to "#StopTheSpam" referring to the players slash attack being used as fast as someone could click the mouse :) this made it super easy to kill enemies of any tier by spam clicking them as fast as possible. While watching the gameplay i noticed that the player was way too powerful and didn't even need to use creations to help them out, and that the player being able to always move through walls and enemies made it hard for the enemies to ever get a hit before they were minced, and the player had so much health that even if the peasants got to hit them it was basically nothing.

To fix the game being too easy a number of changes were made:

  • The players basic slash attack now is no longer spammable, instead it can only be used after a slash has finished, or the attack button can be held down for continuous attacks.


  • Damage of the swipe has also been reduced from 5 to 4 per swipe.
  • The player can no longer always move through walls, instead they can now press space to enter ghost mode which allows them to move through walls and enemies for a short duration, then has a short cooldown.


  • Players health and regeneration was reduced so that they are no longer un-killable always :)

Graphics and UI Section:

The feedback shows that those who tested strongly agreed that the Graphics were good and consistent, and that the UI layout was good and easy to understand.

a suggestion for improving this section was to show the default path that an enemy will take from the door to the loot room, to allow the player to more easily set up traps, barricades and spawners. This is a good idea and I will try to implement something like this that has a particle line move through the default adventurer path.

Other Section:

According to the feedback, the thing enjoyed least was how easy barricades were to destroy for the adventurers, so the health of the barricades has been increased from 20 to 50 :)

100% of tester thought that the Dungeon managment/ RTS/ Tower Defence Genre was correct, and that the target audience of adult gamers who enjoy and are familiar with tower defence/ RTS type games was correct.

Bugs:

The only bug found was when using lightning outside of the map the game would crash because of an infinite loop of the lightning expanding. This bug has been fixed by making the lightning only going to a maximum length of 31 sections long :)


Files

Builds.zip Play in browser
Oct 15, 2021

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