Are they able to figure it out? Where do they get confused and why? Do they understand the mapping between the controls and what happens in the experience?
Other than the Arduino port selection part, she didn’t really get confused. Once that step was done, the controls felt intuitive. Pressing the button to make the character jump is simple and easy to understand, so the connection between the action and the game response is clear. One thing to note is that right now, using a button makes it feel very easy, but once it’s implemented on a glove where the player has to “shoot” like a webshooter, it will be more challenging to coordinate. So while it’s simple now, the final version will require more precise timing and movement.
What parts of the experience are working well? What areas could be improved?
The game itself is running smoothly, jumps feel responsive, movement is predictable, and the player gets instant feedback, which keeps it engaging. It’s easy to pick up and play without much explanation. The main thing that could be improved is the platform spacing and variation. Right now, the platforms are a bit too similar, so the game can feel repetitive. I tried making them more random before, but that sometimes caused impossible jumps. Ideally, I want to add more variety and challenge without breaking the game’s fairness.
What parts of your project did you feel the need to explain? How could you make these areas more clear to someone that is experiencing your project for the first time?
The part that needed the most explanation was still the Arduino port selection. It’s a technical step that interrupts the flow and could confuse someone who hasn’t done it before. I want to find a way to skip it or make it automatic so players can get into the game immediately.