2nd Play-test Analysis (Mark Salinas)


Based on the feedback I received from volunteers play-testing the second iteration of AstroPhobia, there is still a lot to be worked on mechanically speaking. The positive feedback was mainly related to the visuals of our game which is good to hear. However, the iteration had little to no mechanics which ultimately led to no objective being established in the game for the player to accomplish. It was more like a touring experience for the player than a game experience. The only functionality we had for our iteration of the game was the character controller, and even that needs some work. The movement and camera need to be adjusted the most for the character controller. Overall, it seems we focused too much on making our game look good than actually making the game itself. Below is the feedback I gathered from my play-test session.

Playtest 1 :

  • Good Level design and very immersive
  • Art goes well together
  • Little to no mechanics

Playtest 2 :

  • Turning is confusing
  • Camera is not locked
  • Good aesthetics
  • No objective  

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