- Use questionnaires to collect players' feedback on specific issues of the game experience.
- Talk with testers to gain a deeper understanding of players' feelings during the experience and suggestions for specific issues.
2.**Reason**
- Questionnaires can quickly collect quantitative feedback on key game elements (such as gameplay, difficulty, and atmosphere), which helps to analyze and summarize the data.
- Face-to-face conversations can help discover hidden problems that questionnaires cannot cover, such as the specific details of players' confusion or emotional reactions.
- This combination of methods can provide strong support for optimizing game design.
## Playtesting Procedure
1.**Test participant recruitment**
- Recruitment method:
+ Invite friends and classmates who have experience in escape games to participate in the test, and directly contact the target group through social channels.
- Participants:
+ A total of 10 testers were recruited to ensure the diversity and representativeness of the test sample and to facilitate the collection of sufficient feedback.
2.**Test Preparation**
- Test objectives:
+ Evaluate the player's operational experience in the overall game process, including key links such as searching for treasures, avoiding monsters, and escaping from elevators.
- Testing method:
+ Transfer the game files to the testers and let them play on their own computers to obtain real personal experience data.
- Task instructions:
+ Provide a brief description of the test task to the tester, for example: "Find the crystal and escape the monster's pursuit safely."
3. Test implementation
- Session arrangement
+ Introduction phase: explain the test objectives, gameplay, and precautions to the testers through documents or voice.
+ Experience phase: the testers play the game on their computers.
+ Feedback phase: after completing the game, the testers fill out the questionnaire and provide further feedback through text or voice conversation.
4. Data collection
- Test data recording method
+ The questionnaire is used to collect players' ratings and open opinions on game scenes, gameplay, and mechanisms.
+ During the conversation with players, use documents to record the questions and confusions mentioned by the testers in detail.
## Playtesting Reflection
1. Test results
- Data feedback results
* Players are generally satisfied with the game's operational experience.
* 60% of players think the game is relatively easy or too easy.
* Players' style of the game is basically in line with the game's atmosphere, but there is still room for improvement.
* 20% of players think the generation of monsters and crystals still needs to be improved.
* 80% of players think the monster's AI (monster behavior) is basically reasonable but still needs to be improved.
- Direct feedback results
* Positive feedback
+ The game uses the design of connecting rooms to escape monsters to increase the strategy of the game, and the testers agree with this.
+ The game scene style fits the horror theme, but there is still room for improvement in lighting and atmosphere.
+ Players generally think that the gameplay is more interesting, but there are details that can be improved.
* Negative feedback
+ Unclear target guidance: For example, the game lacks clear instructions for the location of crystals and elevators, causing players to get lost in the process of searching for crystals and reaching elevators.
+ Technical issues: The bug that monsters freeze after players enter the room affects the game experience.
+ Perspective adjustment issues: Some players reported that the perspective sensitivity is too high, causing dizziness.
+ Character movement speed: Some testers hope to add a sprint function to increase the degree of freedom of operation.