Testing Report


Last tutorial the entire unit participated in a testing session, including testing our game, Unrobber. This development log goes into detail about the feedback we received on our game.

The testing form we used can be found here.

Summary:


Most people seemed to rate the enjoyment of the game highly, however there is without doubt room for improvement.


The first level: Apartment

Image of the first level

Image of the first level






"it's really fun." - anonymous tester

"Just the torch/wall lighting, otherwise everything was great" - anonymous tester

"i sucked but it was very fun" - anonymous tester

The first level was viewed highly by most, again with room for improvement. When questioned, testers often spoke highly of the lighting and overall art style. But were critical of annoyingly locked doors and problems with the safe keypad. Many players also needed and asked for tips on how to play. Considering this is the first level, some more help may be very useful. Keeping cash in the bottom draw in the kitchen was also questioned frequently.

Biggest issues for the first level:

  • locked doors and key are not intuitive
  • Keypad was hard to use
  • Players did not easily know what to do, or how to use the controls "it's really fun." - anonymous tester "Just the torch/wall lighting, otherwise everything was great" - anonymous tester "i sucked but it was very fun" - anonymous tester The first level was viewed highly by most, again with room for improvement. When questioned, testers often spoke highly of the lighting and overall art style. But were critical of annoyingly locked doors and problems with the safe keypad. Many players also needed and asked for tips on how to play. Considering this is the first level, some more help may be very useful. Keeping cash in the bottom draw in the kitchen was also questioned frequently. Biggest issues for the first level:
    • locked doors and key are not intuitive
    • Keypad was hard to use
    • Players did not easily know what to do, or how to use the controls



The Second Level: Joeys House

Image of second level

Image of second level




"I liked the familiarity from the first level in that things go in similar spots" - anonymous tester

"...you know the item is supposed to be placed there because of there are similar items next to it." - anonymous tester

"Works well"  - anonymous tester

Many people liked the familiarity of this level compared to the second level. However the safe used a key this time, and this was not well communicated to the player, and this confused a number of players. Testers also didn't agree with, or had difficulty with the entry of the house, requiring you to go through the window, and that the windows did not have glass. Comments were also made about the flashlight mechanic and how it did not seem to reach far enough. There was also no end level for the house. Players could also stick to walls in this level, "like spider-man" as one tester put it. The sticky note in the house also had "test text" on it, instead of anything meaningful.

Biggest issues for the second level:

  • Safe used key when players thought it used keypad
  • Window entry was confusing and not intuitive, and not realistic
  • No end level
  • Sticky walls




Overall feedback

"all good"

"... the length of levels were actually really good too"

Many players commented about there being no audio. We also had problems with using [CTRL] as the crouch button on webGL as CTRL+W closes the tab on most web browsers, however we fixed that quickely. Testers recommended taking points off the player if they left a door or a cupboard door open. Testers also recommended adding enemies or hazards and potentially a time limit for someone coming home.

Biggest Issues

  • No sound
  • Various keypad issues [fixed]
  • control issues [fixed]


Moving forward

Moving forward we plan to address all the issues outlined and listed in this document. Some we have already fixed.

While observing testers we also took note of any changes we should make, listed below:


test text in joeys level on stickynote
Raycast through placed items so that placement locations are still accessible underneath large placed items
penalties for open doors
put anti stick material on all the prefabs
dialogue for joey's house
Controls dont save sometimes
voice acting
hide keypad when moving far away
Toggle Crouch
keypad numbers not showing up
Basically the keypad in general
various score bugs
change flashlight brightness to be more constant across range
Display controls screen at some point
More obvious current item
Let player know how to change what item they are placing
"Great lighting" apartment level
fix how locked doors can be misleading
Sound
Fork Location should be the top drawer like god intended
Money location should be different
Flashlight does not affect lighting on walls in apartment
Look sensitivity



We look forward to implementing these fixes, changes, additions and improvements, and we are increasingly motivated by the positive feedback from many testers.

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