Player Feedback Survey responses
QA Survey
Extra-Terrestrial Outbreak
Demographics questioned: 16-25 x2, 26-40 x1, 41-60 x1.
1: 16-25
1) How many times did you use each of the towers?
Tried all, used Gatling and Laser tower most often.
2) Which wave did you lose the game on?
25
3) What did you think of the art-style?
Simple, could be more polished but it works for the type of game.
4) How long would you play the game for?
5-10 minutes
5) What would make you come back to the game?
Unlockable towers, different levels
2: 16-25
How many times did you use each of the towers?
Once or more
Which wave did you lose the game on?
27, game gets impossible afterwards
What did you think of the art-style?
Very simple
How long would you play the game for?
10-15m
What would make you come back to the game?
Better art, boredom
3: 26-40
How many times did you use each of the towers?
Twice, once each per play
Which wave did you lose the game on?
19 and 29
What did you think of the art-style?
Great, very simple and effective
How long would you play the game for?
Multiple times when I'm bored/waiting around
What would make you come back to the game?
Unlockables
4: 41-60
How many times did you use each of the towers?
Used same one each time
Which wave did you lose the game on?
11
What did you think of the art-style?
Very basic, but great for student project
How long would you play the game for?
“Not long, angry birds is more my thing”
What would make you come back to the game?
“More birds and pigs”
Extra-Terrestrial Outbreak
Demographics questioned: 16-25 x2, 26-40 x1, 41-60 x1.
1: 16-25
1) How many times did you use each of the towers?
Tried all, used Gatling and Laser tower most often.
2) Which wave did you lose the game on?
25
3) What did you think of the art-style?
Simple, could be more polished but it works for the type of game.
4) How long would you play the game for?
5-10 minutes
5) What would make you come back to the game?
Unlockable towers, different levels
2: 16-25
How many times did you use each of the towers?
Once or more
Which wave did you lose the game on?
27, game gets impossible afterwards
What did you think of the art-style?
Very simple
How long would you play the game for?
10-15m
What would make you come back to the game?
Better art, boredom
3: 26-40
How many times did you use each of the towers?
Twice, once each per play
Which wave did you lose the game on?
19 and 29
What did you think of the art-style?
Great, very simple and effective
How long would you play the game for?
Multiple times when I'm bored/waiting around
What would make you come back to the game?
Unlockables
4: 41-60
How many times did you use each of the towers?
Used same one each time
Which wave did you lose the game on?
11
What did you think of the art-style?
Very basic, but great for student project
How long would you play the game for?
“Not long, angry birds is more my thing”
What would make you come back to the game?
“More birds and pigs”
Team Bane's responses
Dan
After showing the game to my brother, girlfriend, best friend and my mother, answers are coming in and they’re pointing towards the early scaling being pretty accurate, but becoming increasingly absurd and difficult towards the end.
They also think the tower progression is simple, but effective. It’s got a natural progression, without the useless and pointless towers no one would build, people on average are using every tower at least once.
The art style went down well, too.
My mum also doesn't like games. Clearly.
We changed around the difficulty shortly after these replies came in, as the other options were either not feasible (addition of unlockables at this short a time) and they seemed to like the art style.
Douglas
The level and quality of the feedback was better than Expected, though the issues were what I expected, as these are the normal complaints that I have heard about the Genre of the game. Looking at the game it is true that the balance has the majorly played with in order to ascertain a simpler difficulty curve that works for more players and not just for ones expecting it to be impossible to beat.
I would say that had the artwork been updated to account for some of the discrepancies that are easily seen in the product it might have produced a better game. It is also possible to theorise that if the development of the game was continued that the addition of other features such as tower upgrades, different monster types and possible different levels would also have to have been considered.
An additional point can be made in that people claimed that boredom is something that would make them replay the game, this was the original intention as the game was designed to be played on the train, bus or whist the person was bored and waiting for something. In this aspect the game has been extremely successful, despite it’s less than perfect state.
Nicholas
Feedback was better than I anticipated after having issues with numerous components of the games programming. Given that the player managed to attain (what I consider) a high level I imagine the balance needs tweaked slightly so the curve of difficulty is more gradual yet with some degree of logic it wouldn’t be difficult to advance all the way to the theoretical end.
I’d like to theorise that had this project been in C# or Java then the game would’ve advanced well beyond what we’ve managed to rustle up in this trimester - the addition of tower upgrades which was spoke about in the feedback would increase the longevity of the game. As mentioned previously the difficulty was tweaked however the switch to another development environment required that the structure of the game be changed drastically.
After showing the game to my brother, girlfriend, best friend and my mother, answers are coming in and they’re pointing towards the early scaling being pretty accurate, but becoming increasingly absurd and difficult towards the end.
They also think the tower progression is simple, but effective. It’s got a natural progression, without the useless and pointless towers no one would build, people on average are using every tower at least once.
The art style went down well, too.
My mum also doesn't like games. Clearly.
We changed around the difficulty shortly after these replies came in, as the other options were either not feasible (addition of unlockables at this short a time) and they seemed to like the art style.
Douglas
The level and quality of the feedback was better than Expected, though the issues were what I expected, as these are the normal complaints that I have heard about the Genre of the game. Looking at the game it is true that the balance has the majorly played with in order to ascertain a simpler difficulty curve that works for more players and not just for ones expecting it to be impossible to beat.
I would say that had the artwork been updated to account for some of the discrepancies that are easily seen in the product it might have produced a better game. It is also possible to theorise that if the development of the game was continued that the addition of other features such as tower upgrades, different monster types and possible different levels would also have to have been considered.
An additional point can be made in that people claimed that boredom is something that would make them replay the game, this was the original intention as the game was designed to be played on the train, bus or whist the person was bored and waiting for something. In this aspect the game has been extremely successful, despite it’s less than perfect state.
Nicholas
Feedback was better than I anticipated after having issues with numerous components of the games programming. Given that the player managed to attain (what I consider) a high level I imagine the balance needs tweaked slightly so the curve of difficulty is more gradual yet with some degree of logic it wouldn’t be difficult to advance all the way to the theoretical end.
I’d like to theorise that had this project been in C# or Java then the game would’ve advanced well beyond what we’ve managed to rustle up in this trimester - the addition of tower upgrades which was spoke about in the feedback would increase the longevity of the game. As mentioned previously the difficulty was tweaked however the switch to another development environment required that the structure of the game be changed drastically.