Chamber 2 Test Results:

Deadline’s fast approaching, so it’s time to summarize the results of the second playtest session!

This time around, there were a total of eight playtesters. One more than last time! The questions were a lot more specific this time around, so I got even more useful feedback, pointing more precisely to where there were points of critique.

Just like last time, there was a scalar question ranging from one to five, asking how the level was to navigate overall. A value of one meaning that it was generally easy to navigate and five meaning that it was rather difficult to navigate.
As expected, since I designed the level to be a bit harder than before, the answers were now ranging from 1-3. Three testers rated it as a 1, three rated it as a 2 and the other two rated it as a 3 on the scale.

Judging from these results, it’s safe to say that the level was a bit trickier than the last, but not harder than I had intended it to be.

The second question was another one with a scalar answer. This one was more specific, however, asking how it was to navigate the first part/Instance of the level. The first part referring to the maze-like rooms where if you would choose the wrong door, you would get sent back to the start of the “maze.”

The answers for this question ranged from 1 to 5 actually, with 2 being the most common answer with three submissions.

The following question was tied in to the scalar one above and had an open answer, asking people if there was any part of the first part of the level that was particularly easy and/or hard to navigate. This way, I would know which parts I needed to change.
A few of the testers commented that the last room of the maze was a bit more difficult than the rest to navigate, as the visual hint was not as apparent as the others. In this room, the player had to turn around and walk back instead of walking into one of the three doors. The hint was in the light by the rooms entrance, as it was of a slight, blue-ish tint. Since some testers had a bit of trouble finding it, I made the light a bit more saturated, so that it would be easier to spot.

The next pair of questions asked how the second part of the level, the large room with the deceptive staircase and buttons, was to navigate.
The scalar question was the same as for the first part, though the response was not as varying as last time. Overall, the testers found this part very straightforward and easy to navigate, with six of the answers being 1, the remaining two being 2.

Most of the testers just commented that the second part was very easy and straightforward. A few did mention that they were positively surprised to notice that when pushing the final button, the staircase didn’t ascend to let the player reach the green-lit, out of reach path. Instead, it revealed a path hidden under the floor. It was nice to see that I did get that aha-moment through to the testers!

Finally, I asked players to leave some general feedback for the level, how it was overall. I got a lot of positive comments and some useful tips on what I could change with the level. As with the last level, a lot of the testers seemed to appreciate the Interval part, the outside area at the end of the level, as it brought a slight change of pace and variety to the environment.

That’s probably all for this block, workbook-wise anyway. I got some very useful feedback for the second level as well, from these I made a few adjustments which I mentioned in yesterday’s post. Now, I’m going to gather all the stuff I made and send it in for grading. Perhaps I’ll also get started on my presentation today, we’ll see!

Until next time!

Marcus out.