- The game consists of 4 beats
- Each 4 beats played will have another 4 beats of interval time as cool down
- From an offensive game like Patapon, I've change the idea to a defensive game: Tower defense
After the consultation, assigned specialists are worried about the user experience of the game. The game have too many ideas inside it, it may cause confusion to user to either focus on the rhythm of the game or the strategy of defensing the tower. The fusion of the two genre may also cause frustration to the user during the game play.
Therefore, specialists recommended me to try out a paper prototype on few of my friend to test the outcome of the user experience.
The designed paper prototype is as follow, the UI of the paper prototype is design as close to the actual game UI.
The paper prototype comes with different combination of beat to check how the user interact with it. The creatures will be removed after 3 attacks on it. This paper prototype is played together with a beat metronome from an app in iPhone. The beat pace is 100 BPM. I have find 3 personas to test out my paper prototype, and their feedback are as following:
1. Ben Lim
- An interesting game that I would like to have in my phone.
- Can improve in terms of the game play, inputting upgrades on attack
- The game is rather challenging than frustrating
2. Goh Chee Hong
- Having a bit of difficulty to change from one combination to another
- Can simplify the combination of beats and make it easier to remember
- If play frequently will be able to remember what beats to tap
3. Aaron Chin
- The pace is too fast, cannot adapt to the speed of the beat.
- Would like to try on the real prototype
- Can make the attack faster by tapping the beats faster?
- Having difficulty to play on the first try, it gets better after a few run
Improvement to be made after paper prototype testing:
- Simplify the beats.
- Change to 4 beats -> 4 beats of interval cooldown time -> 4 beats again
- Reduce the amount of combinations
- Increase the amount of attacks on enemy base on the combo meter range
- Would like to try on the real prototype
- Can make the attack faster by tapping the beats faster?
- Having difficulty to play on the first try, it gets better after a few run
Improvement to be made after paper prototype testing:
- Simplify the beats.
- Change to 4 beats -> 4 beats of interval cooldown time -> 4 beats again
- Reduce the amount of combinations
- Increase the amount of attacks on enemy base on the combo meter range
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