Google Drive Video Link
Through my user testing experience, I realized that I still have a lot of work to do before the IM Show. The person I had for my user testing experience had already played through the game on the web, but when it came to the physical components, there were a couple of mishaps.
One of the key issues was the user interface to interact with the shifting of game states from the start menu to the tutorial, to the instructions, to the game, etc. In setting up the serial port, I had the setup key connected to the SPACE bar. When the user tried to proceed to the next game state, sometimes they would instinctively reach for the SPACE bar, press it, and the program would then be stuck and unplayable. As such that is a critical point which I need to address as to how player will interact with the game.
As for the game experience, I had them play with a prototype so there were no obviously signs of what each of the button does besides the small scribbles of “up”, “down”, “left,” and “right.” I hope in the near future to get it cleaned up and have it be more presentable because the controls got a bit confusing as the game when on and more creatures appeared on the screen. However, I am very surprised that the prototype worked as well as it did, especially since it was made out of cardboard, straws, tape, and a dream. Some feedback I received was that the button was less sensitive towards the edges, so that can be something of interest to change in the coming future.
On the software side, and while the game was a success, I would like to make the progression easier and less demanding on the players. Watching others play the game and having experienced the game itself, I felt the game become overwhelming really quick. I want people to sit and enjoy the game with someone else, so I hope to make things easier and slow down the pacing of the game as well.