Prototype Questionnaire responses
I received
about 15 questionnaires back from both peers and other friends and family. The following
results categorise these results, as well as listing many of the aspects they
had written down (for questions 2 and 7)
Question
1) Do you think the prototype was fun?
Positive
response, most people thought that the prototype was fun, in fact some went so
far as to say they found it addictive, and claimed to have played it for half
an hour or more in some cases.
Yes: 13
No: 2
Question
2) What do you think made it fun?
Many
people said that, the simplicity of the game, coupled with how difficult it was
due to the random nature of the AI behaviour and an element of chance on the
laser shots made the game “addictive”. Majority also said that they felt that the
ship felt good to control, and that certain addition parts (detached camera and
auto-pilot mode) made the game more interesting, especially as they tried to
figure out ways of using them. They also said the destructible terrain was a
fun aspect, and made the game feel more “dynamic”
Question
3) Do you think the game worked mechanically?
A
perfect response, everyone said they felt that the game worked from a
mechanical standpoint, with little to no issues with control mechanisms or
gameplay.
Yes: 15
No: 0
Question
4) Did you find the control system easy to use?
Some who
hadn’t played a game like this before took a while to get used to it, and that
impacted their initial playing of the game, but the response afterwards was
good. One respondent said that he felt the ships was “too responsive”.
Yes: 12
No: 3
Question
5) Did you feel the AI was too rigid?
A lot of
people didn’t think the AI was too rigid, despite it having only a basic
routine. However, some said that they did feel the AI was a bit rigid, but that
it actually didn’t impact gameplay too much because of the manoeuvring
advantage they have on the player. They felt that the AI’s relative stupidity
allowed them to outsmart it, and that was an enjoyable aspect for some of them.
Yes: 5
No: 10
Question
6) Do you think the game was balanced?
Many
people thought the game was “hard but fair”. Despite the random nature of the
shots in earlier versions of the prototype, they didn’t feel that it unbalanced
the game. Some, however, did feel that the random aspect made the game feel as
if it was completely luck based, and that took away from their enjoyment
partially.
Yes: 12
No: 3
Question
7) What aspects, if any, do you think could do with improving?
A lot of
people mentioned how the AI could be difficult to find, and that some of the
time was simply spent flying around the obstacles to find them, and then just
making strafing runs to try and destroy them before they themselves were
destroyed. They suggested having targeting reticules on the side of the screen,
like in many other games in this genre. Someone else suggested an audio cue,
where they would constantly make a noise (an engine noise for example) so you
can pinpoint where they are relative to your position.
Another
thing mentioned by one person was that the controls on the ship where too
precise. The game takes the exact value of where the mouse is and interprets it
as a set of transforms for the ship to perform, based on the distance from the
centre of the screen as well as the angle from that central point. Because of
this, the ship can move very quickly as it turns, potentially disorientating
the player and causing them to “lose their bearings”.
Question
8) Do you think that it could work as a core mechanic in a game?
The
response from this and the next question were very encouraging. All of the
respondents said they felt that it could easily be used as a core mechanic, and
that it should be used as a core
mechanic, as they felt it would make the game more fun, and it was something
which was expected of the genre.
Yes: 15
No: 0
Question
9) Do you think that it could function as a game in its own right?
The
response from this was very encouraging as well. A lot of people commented that
it wouldn’t work as is as a game, as there is nothing after defeating the
enemies, but that if the idea were fleshed out, even if this was the
centralised, core mechanic of the game, it could become a standalone title.
That led me to believe that the prototype was a success.
Yes: 9
No: 6
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