DevLog 6 Testing


Testing

This is the sixth devlog for my game, Agent X regarding testing.

The summary below indicates what the testers thought of Agent X:

  • The goal of Agent X was clear.
  • The difficulty was in between being too difficult and too easy.
  • The enemies were a good touch to the game.
  • The powerups were suitable for Agent X.
  • The overall art aspect of Agent X was well-received.

Overall, the testing session for Agent X ran smoothly. The feedback received was generally positive and constructive. A few people said that there should be a way for players to save themselves from falling if they missed a jump – otherwise known as “coyote time”. As such, I have implemented this feature for my game as illustrated in the GIF below:

Besides that, another feature that was implemented was a checkpoint system. From the testing session, many people pointed out that it was frustrating and annoying to have to go back to the start of a level, especially when they died near the end of a level. As such, regular checkpoints throughout each level have been implemented as demonstrated in the GIF below:


Other than that, some people have also noticed a blurry Pause Menu when in full-screen mode as shown in the picture below:


This was fixed by rescaling the button images and text images:


Finally, another issue that was observed during the testing session was that the cursor lags slightly when the player is moving as seen in the GIF below:


This was later fixed by changing the interpolation settings on the player’s rigidbody:


An additional feature later added was a settings menu that allows the player to control the volume of the game sounds:


Overall, the testing session helped me notice various bugs in the game when observing other people’s testing of Agent X, besides the helpful feedback received from the numerous testers. What surprised me most from the test was the blurry Pause Menu text as I failed to notice it due to the blurriness only appearing when the game was in full-screen mode.

Some further feedback provided -  although not necessary for the game at this stage, would be to make the buttons on the Pause Menu clickable should this game continue to be developed.

Files

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Oct 14, 2021

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