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Don't forget to talk us through your AMPLIFY, FIX, REMOVE

Amplify:
- Falling Traps
- Add more levels

Fix:
- Having more responsive jump
- Wall bugs - Got stuck/hinder player movement
- (Maybe) Hold A then D key down together = Moonwalk.

Remove:
- Nothing?

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Talk us through the above

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What verbal feedback did you get from your players?

- The falling spikes were cool and interesting
- The mushroom pickups were not that noticeable, at first they didn't realise the timer reset
- The player speed was good
-  Would like to reset with space bar instead of clicking the button
- The jumping mechanic isn't responsive enough
-  The camera zoom in the second level was easier to play with compared to the first one
- Adding a Heart system- Give the player 3 try - If fail then restart the whole progress

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Take us through your observations from the playtest.

- Players knew what to do without any explanation
- It took a few tries for players to complete the levels
- More bugs were found, "Moonwalk" when pressing a and d, could walk on spikes after they fell
- Make the mushroom pickups more obvious
- Players still went left even though there was a danger sign

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What did you gain the most from this project?

In terms of process, what didn't go so well and why?

What is something you will adapt/adjust into your next project?

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You'll walk the class through your playtest and findings.

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What should be amplified because it was successful?
What needs fixing because it might eventually work?
What should be removed because it isn’t working and probably won’t ever work?

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When you’re talking to your playtester after they’ve played, resist the urge to explain anything. Instead, ask questions that draw out the experience they’ve just had.

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Don’t explain too much. Don’t explain anything if you can get away with it.
Don’t help your playtester at all or otherwise interfere with what they do.
Watch your playtesters play. Notice what they do and listen to what they say.
Take lots of notes about what you see and hear while they’re playing
Allow them to skip Level 1 - Doesn't have optimal way yet to restart the player back to the current level they in

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The developers should have answered these questions for themselves prior to the playtest

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The developers should have answered these questions for themselves prior to the playtest

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What are we playtesting?
- Our 2D Platform prototype game
Escape within 10 second and avoid obstacles

Where is it up to?
- Finish creating Level 2
- Design UI/Aesthetic for the game

What are we looking for feedback on/What is the playtest focusing on?
- The movement
- Falling Traps
- The New Levels
- Timer

What are the known issues/caveats?
- WebGL build unable to load the 2nd level
- Wall Bugs