Asteroid Post Mortem
If I had to redevelop the asteroid prototype, I would regularly spend at around 15 to 20 min play testing the asteroid prototype myself to identify any flaws and ensure it’s working and functioning properly to reduce any type of setbacks in developing the prototype.
If I had another chance to redesign the asteroid prototype, I would include a reward system to entice and reward the player for their unique plays in surviving the rounds. This would also add a sense of excitement once the players are gifted with power ups to utilize against asteroids and the enemy ships. Â I would randomize the spawn points of the asteroids to increase the difficulty as the second player stated within the play testing session that he could easily adapt to the static spawn points which he thought made the game less challenging. Taking both players advice, I would include a scoring and high score system which will allow players to view their score and achievement. I would also include the concept of gathering points or power ups through destroying asteroids to reward the player, but this would depend on the number of asteroids the player has destroyed without taking damage.
Another crucial change I would make is to increase the amount of damage an asteroid takes from the rapid fire as this is one of the main reasons why both players found game too easy . I would also make the enemy ship as the main threat instead of the asteroids as it can get boring just shooting the asteroids for a while. I would provide the player an option of weapons to shoot with as this will have the player engage more with the game mechanics to test out the capacity and damage of each weapon.
















