Assignment 3 Postmortem
During the whole assignment 3 development process, I think the most important part of the reading that helps me is chapter 9 playtesting, and chapter 14 communicating your designs. During the whole assignment process the most important part for us is to do playtest and get feedback, then redesign and fix our game according to their responses, I think the page 302 basic usability techniques and page 306 data gathering is very helpful for our playtest. This links to one of the tools we used in our playtest, it is too but different elements of the game in scale for the player to rate it.
It was very useful for us to find which part of our game is most liked and most disliked so that we can plan with part we should work on according to that.
Talking about one things that I reflect on is that one thing that I would change about how I developed the prototype is the communicating between me and my team. I learnt this from chapter 14 page 451 of the book, such as using flow chart, I feel like during the whole process of making this assignment 3 game, although our team had some short communication during part A and the beginning of making the game, such as sharing our vision and such, but our whole communication is very lose, it is not as clear as using the flow chart, sometimes when we are making this game we have different shape in mind of how the game looks like, and we slightly worked in different direction. I think a tool such as Flowchart can get all of us a more clear path and direction of which we are working at, then we can see the same piece of work more clearly.
Talking about another thing that I reflect on is one thing that I would change about the design of the prototype, is the balancing of the game. This can be related to chapter 10 of the book, page 321 about the balance of the game, during this whole playtest process we get a lot of feedback on the control and enemy of the game, one thing that catch my attentions are the balances of the game, it is kind of clear that our game had a hard enough level one, but then the second and third level become very easy, most playtest participant can get a easy grab after playing a few time and understanding the map, then the game would become very easy to them and less challenging. The balancing of this game is quite complex, since the map of each level are fixed, one way I would try to balance it better is to get more playtest data so that I can adjust the cost of the item and make it more reasonable, I should also add more enemy type and maybe some randomness in the map, maybe the whole map stays the same but one part of it spawn enemy type at random so that player need to react on it instead of having a clear plan. With more randomness I think the item will have more usage, because the very truth is that the item in the game is not very useful, player can really ignore the item after they have tried all the level for 2-3 times. I think overall the way I would change the balance is first imply some more complex enemy, then introduce some part of randomness in the fixed map such that the player need to react with the help or items, and then I can collect more data and the cost and effect balance of the item to make a enclosed balanced loop, such as balancing the dynamics in page 322 or reinforcing relationships (between the item and enemy) also in page 322.












