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User Testing Validation

Aviral Sharma edited this page Oct 4, 2022 · 4 revisions

User feedback:

Storyline:

Give the user an emotional directive to indulge him into the gameplay and communicate fundamental game aspects. Like crystal is the main entity, enemies come at night time, etc.

User feedback:

  1. People have tendency to skip the prologue slides. So even if we aim to communicate important game elements, these should be done during the gameplay using tutorials.

  2. 4th slide tries to communicate two things at once - the core game aspect and should ideally have its own slide or be communicate again during the gameplay.

  3. User should be able to skip the prologue and still know what is going on in the game.

Tutorials:

Tutorials should be able to communicate following game elements to the user-

  1. what the win and lose conditions are.
  2. What they are supposed to do in the game.
  3. How to interact with game entities like player, crystal upgrades, resource collection, shop, etc.

User feedback:

  1. Use animations or images to convey and minimum or no words. People’s attention span is low and no one wants to read words.

  2. Tutorials could be partly substituted for objectives. with achievements?
Objectives maybe to -
1. Chop 200 wood
2. Mine 100 stone
3. Build a tower.

  3. The tutorial may have an animation that shows for eg, how the player moves close to a tree and press space to chop it. It may be very clear that the user can follow the animation without a thought.


Positioning: RIGHT.belowClock, BOTTOM.CENTRE, TOP.CENTRE


  1. Position can be paired for more realestate. Like the TOP.CENTRE can be paired with BOTTON.CENTRE by showing main objective on the top and how-to tutorial on the bottom.

  2. If shown on RIGHT.belowClock, can be a list of objectives.

  3. Tutorials positioning should be user tested.

Tutorial Ideas:

Invisible tutorial:

  1. Use a fake loading screen before the game begins. Maybe played for 3 secs.
use a perfectly well established Atlantis base to let user know what sort of base they are aiming for.
shows hints on the loading screen. Like - 



    “sun makes the enemies burn, be cautious of enemies during nights”
 or “enemies prepare during day and attacks at night”
 or “if the Chiron dies during the night the sun will heal the Chiron and Crystal”

IMG_0818

Table of Contents

Home

How to Play

Introduction

Game Features

Main Character

Enemies
The Final Boss

Landscape Objects

Shop
Inventory
Achievements
Camera

Crystal

Infrastructure

Audio

User Interfaces Across All Pages
Juicy UI
User Interfaces Buildings
Guidebook
[Resource Management](Resource-Management)
Map
Day and Night Cycle
Unified Grid System (UGS)
Polishing

Game Engine

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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