Further Feedback and Ubisoft Leamington
- Abbie Hipwell
- May 26, 2022
- 2 min read
Over the span of a month, we had further feedback on our game; both from students and two game developers from Ubisoft Leamington.

We carried out some more playtesting on the same group of BTEC students from before, our game was generally much more well-received and the majority of the feedback was positive; we were told to improve on making the game clearer and easier to understand.
There was a lot of confusion at the end of each game, regarding who won even though a screen saying pirates or tribal win shows up, and this was mostly because the players didn't understand which side they were actually on from the beginning. This is a huge issue which we need to find a solution for - we all thought of having an Overwatch-style progress bar at the top of the screen which changes depending on which side the barrier is on. As well as this, once both character meshes are implemented there will be less confusion as to which side the player is on.
Some players had said that they weren't focused on the timer, so suggested something which hinted that the game is almost over - for example music speeding up.
We were told that the ammo UI was confusing - we should add empty spaces where ammo should be to indicate that the player is allowed to collect more; this is something Harrison and I will work on together to implement.
The dash cooldown needed to be a lot more obvious, currently there was no bar for a cooldown or an indication that there was a limit to how frequently the player could dash.
After receiving all of this feedback we were able to implement a lot of it into the game, we then had two game developers from Ubisoft Leamington who had a go at the game when they came in to class, the feedback on this was really positive which was a success - they did suggest that selecting the UI should be made clearer, for example when 'start game' is selected it should stand out from the other UI. We were also given the idea of being able to look down a scope when aiming at the enemy - this is an idea we all really like, however we're not sure if there is enough time to add this into the game alongside the remaining mechanics - although we hope we can.
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