{"id":148,"date":"2010-08-28T23:10:46","date_gmt":"2010-08-29T06:10:46","guid":{"rendered":"http:\/\/blogs.unsw.edu.au\/gameslab\/?p=148"},"modified":"2010-08-28T23:10:46","modified_gmt":"2010-08-29T06:10:46","slug":"art-of-stealth-playtest-results","status":"publish","type":"post","link":"https:\/\/blogs.unsw.edu.au\/gameslab\/blog\/2010\/08\/art-of-stealth-playtest-results\/","title":{"rendered":"Art Of Stealth &#8211; Playtest results"},"content":{"rendered":"<p>Over the last week I had 5 playtesters trying out my current version of the game.<\/p>\n<p>To pass the level there was a requirement that the player had to survive for a certain amout of time to pass the level they played. This time was converted into a score and a target score had to be reached; I noticed that players liked accumulating points rather than finishing the level quickly. I did not like this so the target is now a bar that fills up instead of accumulates.<\/p>\n<p>A roaring\u00a0consensus\u00a0told me that the single object of surviving for a certain length of time in order to pass the level was incredibly boring. My playtesters agreed that a second of object, a snatch and grab kind of play, would be far more interesting.<\/p>\n<p>I felt the whole game was a little fast for my liking, my play testers on the other hand thought it was a little slow. I&#8217;ve decide to alternate the speed of the game a little bit, speeding up the\u00a0guards\u00a0to make them feel like they are actually chasing you while adding a penalty for having the player run.<\/p>\n<p>I asked if I should leave the particle filter on during game play; the playtesters thought, while interesting, it made the game far easier.<\/p>\n<p>Some players\u00a0commented\u00a0on the movement of the guards and some of their more subtle\u00a0behaviour. I am\u00a0endeavour\u00a0to fix them as best as\u00a0possible.<\/p>\n<p>Other suggestions mostly were around having pick-ups\/power-ups, snares, laser alarms and other things to create more challenging gameplay.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Over the last week I had 5 playtesters trying out my current version of the game. To pass the level there was a requirement that the player had to survive for a certain amout of time to pass the level they played. This time was converted into a score and a target score had to [&hellip;]<\/p>\n","protected":false},"author":87,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[632,631,633],"class_list":["post-148","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-art-of-stealth","tag-daniel","tag-reasoning-about-space"],"_links":{"self":[{"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/posts\/148","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/users\/87"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/comments?post=148"}],"version-history":[{"count":1,"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/posts\/148\/revisions"}],"predecessor-version":[{"id":149,"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/posts\/148\/revisions\/149"}],"wp:attachment":[{"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/media?parent=148"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/categories?post=148"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.unsw.edu.au\/gameslab\/wp-json\/wp\/v2\/tags?post=148"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}