Assignment 3A -Checkpoint 6 - Testing
Testing Updates -
After participating in the Assignment 3B testing session, I gained a lot of valuable feedback that helped shape the final version of my game. This devlog outlines the key changes I made based on tester input, the impact of that feedback, and my reflection on the testing experience as a whole.
Fun Factor
One of my biggest concerns going into the testing session was whether players would actually enjoy the game. Fortunately, all testers rated the fun factor above an 8. This confirmed that the core gameplay loop was working well and enjoyable. However, beneath that positive surface was some critical insight about the game’s difficulty that influenced major decisions moving forward.
Testers consistently rated the game as a bit difficult at times, something I viewed as a potential issue that needed to be addressed. But the responses from other testing questions like the fun factor and any other feedback, showed that this challenge was actually part of the appeal for many players. Given the positive reaction to the difficulty with some, and a constant nagging in my brain to design more difficult but satisfying levels, I chose to lean into the hardcore player base.
Testing Feedback Game Updates -
That said, several testers noted unfair deaths due to poorly placed box colliders in death zones. In response, I thoroughly reviewed and adjusted the hitboxes to be more accurate and fair, reducing frustration while preserving challenge. The following two photos are the photos of the old hitbox of the death zones vs the new one, to make it a bit fairer.
Another issue that I noted during the live testing session however was the animations of the player would act up and not respond properly, therefore I spent a great deal of time of sorting the animations out, resulting in cleaner transitions, specifically in falling.
Movement was generally praised, which was a relief, but the issue of wall jump delays was raised again. I took this seriously and spent additional time refining the timing of the wall jump so it felt more responsive without making the game too easy. It was a delicate balance, but I think I found a satisfying middle ground.
Target Audience Focus/Direction
It became clear from the feedback that the game appealed strongly to hardcore/skilled players. This influenced my final polish decisions in regards to the level design and game philosophy. Therefore I added a level timer for speed runners and focused on making level designs more intricate, allowing for multiple paths and strategies or even possible cheesing methods. These tweaks gave the game more replay value and reinforced its identity as a skill-based platformer. However, I did refine some levels that had some unfair parts, adding more checkpoints or ludicrous jumps to be made for the sake of not being a rage game, and a skilled based game.
Feedback Results
The following are all the results that were given back by players, that will be surmised in the documentation part of this assignment:


Thank you for all the feedback!
Lastly, I want to give a huge thank you to all the testers who played my game and gave thoughtful feedback. Your input directly contributed to creating a stronger, fairer, and more engaging experience. This project wouldn’t be what it is without your help!
Moon Summit
Status | Prototype |
Author | GoldenView1 |
Genre | Platformer |
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