#24 -Ā Boat Slalom Playtesting & Feedback
As mentioned earlier, the group work was split such that Iād lead the technical implementation while the rest of the group would lead the playtesting and data analysis. As such, I wasnāt involved in formal playtesting. The only playtesting I personally engaged with was during development when myself and the team would test and adjust the prototype accordingly. I canāt say much about the formal playtesting process itself, but I can discuss the data we collected.
Our formal playtesting involved 6 participants, namely fellow students, family and friend. We used 3 methods to collect data about our players and their experience with Boat Slalom. These included:
Player survey. This was completed pre-testing to gather data about our participants. Notably their experience in games, preferred platforms, and favourite genres.
Questionnaire. This was used to gather player feedback after testing has been completed. These questions aim to understand the player perspective. Included is a section where the player rates the game elements such as controls, visuals, audio etc.
Playtesting notes. During the testing session, the team would take notes about the player and their interaction with the game. What are they doing and how are they interacting with the game elements? Are any parts of the game frustrating? Were any parts of the game unintuitive?
Iām not going to present all of our data in an effort to prevent this post from becoming an essay. However, there were some findings which I think are worth mentioning. Ā
Below is a chart from our player survey which shows the gaming platforms our players most regularly use. Players could select multiple answers.
The player survey revealed that 50% of our participants regularly play computer games. From our 6 players, 66.7% play mobile games regularly and 33% of players selected mobile games exclusively. Boat Slalom is designed for PC so itās possible that our mobile only players will have a different experience with controls or possibly a differentperception of difficulty. Ā
The next 2 charts show player enjoyment in other racing/runner games. The scale is 1 = Strongly Disagree and 5 = Strongly Agree.
Evidently our players do not enjoy games similar to Boat Slalom. Chapter 9 of Fullertonās Game Design Workshop suggests that the ideal playtester identifies with the target audience and has an interest in this type of game. These players can compare Boat Slalom to other games in the genre and make relevant comparisons. The fact that most of our players do not belong to the target audience is not ideal but we didnāt have much choice for playtesters, most of which were fellow students and family/friends.
Playtesting ā Common Issues
The playtesting notes are plain dot points written in a document as the tester is playing the game. These notes included what the player is actively doing and comments they make out loud. Hereās a snippet of the notes we took:Ā
We later highlighted certain notable points and colour-coded them according to the category they fit e.g. green = problems with movement, blue = perceptions of difficulty, purple = situations where perhaps visibility or the UI were unclear, and the player was left confused. The common issues we noticed were:
UI and Visual Identifiers
Often players would lose health without noticing. Common frustrations were that losing health was not obvious enough. The UI was not noticeable enough. One player said they feel like they will die if they look away from the screen.
Players expected the oil spill āslow effectā to clear once theyāre no longer in collision with the object. Currently, collision will apply a slow effect for 4 seconds.
One player stated that the hitbox felt off. They were slowed down even when they didnāt touch the oil spill.
One player didnāt understand the function of this obstacle. Initially expected it to apply another speed boost.
One player expected their health to decrease by hitting a whirlpool.
Players didnāt realise that sharks decreased health (these did not have a visual indicator at the time).
Rivers Regatta track 3 was difficult for a lot of players. Some players tested RR3 with full visibility since the computers were not running a compatible version of Gdevelop that worked with lighting effects. The players that tested with the lighting effects applied would lose all health and need to restart the level. Some died multiple times. This became frustrating to them. One player noted that it was āa painā. Another player said āI want it to endā. Although the tracks are supposed to increase in difficulty, our data shows that this track was definitely overtuned.
This was by far the most common issue and also the most perplexing to me. Players expressed frustration that moving side to side slowed them down. One player thought it was āunfairā that they ādid everything rightā but still achieved a slower time.
Despite the fact that this is how real world physics work, moving at a constant speed when turning is not common in competitive racing games. If this movement penalty didnāt exist then players would achieve identical times (assuming no obstacles were hit).
I believe this feedback to be the outcome of our playtester demographics and how they do not align with our target audience. Players that have experience with racing games understand that movement is another resource to manage. Instead, our testers considered this a flaw and it became a point of frustration for them.
Playtesting - Quantitative Data
Iād begun implementing a method of recording quantitative data during our playtests. Data such as chosen boat, times per tracks + overall times, and a recording of obstacles hit, their precise x,y coordinates and timestamps. Gdevelop would write the data into a plain text file as the game is being played. I believe this data could be beneficial when it comes to balancing our game.
Since our tracks are deterministic, it would be interesting to see if there were any specific obstacle positions that players would hit regularly. Weāve had major issues with River Regatta track 3 but have no record of which obstacles and locations were problematic for players and so balancing wonāt be as specific.
Unfortunately this function was not top priority and was not completed. If we had more time, or if this were a larger development project, this data would be a valuable tool for balancing the game.
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (4th ed.). CRC Press. https://doi-org.ezp01.library.qut.edu.au/10.1201/b22309