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Dev Log

Play-test #5 [Week 9]

Updated: Apr 14, 2018

This now officially week 9, and this is our fifth play-test. Although it is technically our fourth as last week's play-test was unofficial. We are counting it as our fifth play-test. Without further ado, let's dive right into it!

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We learned from the last play-test that we needed to tweak the attacking unit's AP (action points). As such, this play-test was to see whether we needed to tweak those values further, and the overall mechanics of our combat system. We also wanted to know how the players devised their strategies to reach their objective.


From the results of our surveys, we learned there were some changes we needed to make:

  • The action point system was a little confusing to some players

  • The combat mechanics while improved, still needs some tweaking - Some players struggled to understand how the units interacted with each other, therefore did not know which unit was effective against which enemy. Including some players managing to get into stalemates













  • Removal of the drone unit as we are no longer implementing the fog of war feature, therefore it is a redundant unit

  • UI needs further tweaking (and menus need fixing

On the positive side, we did receive some great feedback such as players admitting the action points system made them think twice about where to place their units. However, some admitted that the action points was never considered in their strategy, or they simply kept moving their units till they were in range to attack.


The hex grid definitely made it clear to players about which tiles they could or could not move too. Including when they were in range to attack the enemy defenses. This means we are on the right track with the hex-grid system which was one of our biggest worries in implementing into the project.

We also asked how difficult the level was for players, out of the 11 play-testers, 63% (7 testers) of them found it at the perfect difficulty. 27% (3 testers) of the players, however found it too easy therefore not enjoyable. The remaining 9% (1 tester) found the level too difficult.


With this in mind, our goals for the week 11 play-test (and our final play-test) are:

  • Combat mechanics working

  • Tweaked mechanics/rules for the combat

  • Levels 2-4 ready to be tested

  • Story dialogues integrated into the project


The end is in sight! As our team motto goes: We Will Prevail!

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Media

Screenshots

New and improved main menu
Level overview

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Play-test Footage

Play-test #1
Play-test #2 - objective met
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