User Testing Feedback Upon Pre-Production Phase

We held user testing sessions for users chosen as random to test particular mechanics and assets. Since our demographic were college students, we were easily able to find users around the college campus.

After testing multiple builds of the game we received extensive feedback on particular areas that needed to be resolved. The user testers themselves have been consistent in flagging frequently found problems.

 

The following is a summary of the most helpful feedback we received:

 

February 8th - 2019 - Player Movement Controls, Visibility and Level Architecture Placement Test

  • 'The player controls were off putting to begin with but easy to get used to eventually.'
  • 'I didn't realize the controls straight away so it took me a minute.
  • 'The corridors were needlessly wide and too big for the player.'
  •  'I was comfortably able to navigate with the controls.'
  • 'The corridors and classrooms need to be populated with more models.'
  • 'I'd probably end up being noxious if played for too long because of the VR movement.'

 

Summary: Overall the reception for the player controls were generally positive. There won't be too much to change with the player controls other than the sensitivity of the player camera speed. The player movement speed didn't seem to make anyone noxious.

The level will have to be changed since the corridors are way too large.

 

February 11th - 2019 - UI, Lighting, Sound Effects, Background Ambiance Test

  • 'The lighting power of the torch and the darkness of the level are balanced well.'
  • 'The background ambiance did a good job at making the player feel uncomfortable'. 
  • 'Mood and atmosphere along with the music reinforced the horror vibe.'
  • 'The WiFi and torch symbols on the phone made it clear what their purpose was.'
  • 'The sound effects aren't very good but the background music is pretty good.'

 

 

Summary: The lighting was warmly received. Will need to add sound effects to the next build for the next user testing session.

 

March 8th - 2019 - New Level + AI Test + Text Message Objectives

  • 'The current objective should be displayed on the phone and not on the corner of the screen.'
  • 'Level design was good'
  • 'Text messages disappear too fast.'
  • 'Objectives are not clear. WiFi indicator is misleading.'
  • ''Doesn't feel scary.

 

Summary: The UI is an issue in terms of how long the messages appear on screen. The flavor text itself inside the text messages might need to be reworded to make the objectives a bit clearer.

 

March 15th - 2019 -New Edge Detection Shader + Gags Test

  • 'Not an awful lot of Easter eggs.'
  • 'Looks visually impressive.'
  • ''Gags worked well with the setting.'

 

Summary: The edge detection shader received positive feedback. Might need to add more level gags/jokes. Seem to get a chuckle out of most of user tester with the gags currently in the game.

 

March 29th - 2019 - New Music 

  • 'The chase music freaked me out. Was really good.'
  • 'I wasn't really sure what was happening when the caution. Presumably because I was close to the lecturer but he wasn't in line of sight.'
  • 'Way too loud, I didn't like how the chase music was jumpy.'
  • 'Really atmospheric.'

 

 

 Summary: People seemed to not like the volume of the chase music which is understandable. It's a simple fix to just lower the volume. The music itself is adequately received by the user testers.