Reflection #2
Last week, I created a game in Unity that revolved around controlling a cannon in order to take down small forts. As I mentioned in the video, my dad is my primary tester, and he gave me feedback on it throughout the entire process. Early on, my dad tested it and said that some of the information, such as whether or not you beat the level, was unclear. Initially I fixed this by putting a large display in the level, which he seemed to like, but for some reason this stopped working when I tried to record it days later. Additionally, my dad said that some of the controls weren’t entirely intuitive, which prompted me to make a set of rules appear on the intro level.
When the game was finished, my dad tested it once again and had no complaints about the game. He did criticize me for my coding practices, saying that I should split it up into multiple scripts, but he thought the gameplay was fun, easy to understand, and well balanced. As previously mentioned, he even found a new strategy on the final level which I didn’t predict. I had initially been worried that the intended solution for the final level would be too difficult, but the fact that my dad was able to find a workaround is something that I found super cool.
After my dad tested it, he also asked my stepmom and my sister to test it, and they both said it was a lot of fun. They aren’t as experienced with Unity, so they were unable to provide detailed feedback like my dad, but they seemed to enjoy it and they didn’t encounter and problems. The only minor complaint they had was that the final level was really difficult, but this was intentional. Additionally, my dad had already proven that it wasn’t exceptionally challenging if you really tried; however, they were both able to eventually beat it. The main takeaway I got from their testing was that, if I added more levels, I should probably smooth out the difficulty curve between levels 4 and 5 before I added any additional hard levels.