Assignment 10: Testing Phase

Title: Testing Phase of “Catch the Horse” – Insights and Improvements

With the development of “Catch the Horse” completed, I conducted user testing to evaluate the intuitiveness, playability, and overall experience of the game. The goal of this phase was to observe how players interacted with the game, identify areas where they struggled, and determine how the gameplay mechanics could be made more intuitive and accessible.

User Testing Overview

During testing, participants were asked to engage with the game without receiving any prior instructions or guidance. The goal was to simulate the experience of a first-time player encountering the game. I recorded their interactions and noted points of confusion, questions they asked, and their overall feedback.

Observations and Findings

  1. What Users Figured Out on Their Own
    • Jump, Bird, and Rock Buttons:
      Players intuitively understood the jump mechanic and the functions of the bird and rock buttons. These actions had immediate visual feedback (e.g., the cowboy jumped, birds appeared, or rocks were thrown), which made the controls feel natural and responsive.
  2. What Needed Explanation
    • Lasso Button (Choice Button):
      Players struggled to understand how the lasso button worked. I had to explain that pressing the lasso button initiated the “Choice Screen” and that they could select between Skill or Luck to catch the horse.

      • Skill vs. Luck:
        The difference between the Skill and Luck options was unclear without explanation. Participants were unsure why they would choose one option over the other.
  • Interaction with Rocks and Birds:
    Although players understood how to use the rock and bird buttons, they were initially confused about how the cowboy was supposed to interact with these obstacles. For example, they weren’t sure if the rocks could be dodged or destroyed and if the birds required a specific action to avoid.

    What Worked Well

  • Physical Integration:
    The physical crouching mechanic, detected by the ultrasonic sensor, added an engaging and immersive element to the game. Users enjoyed the novelty of having to physically move to interact with the game.
  • Visual Feedback:
    Immediate visual feedback for the jump, bird, and rock mechanics allowed players to quickly understand these actions without explanation.
  • Game Flow and Balance:
    Cooldowns for the horse’s abilities (mud, fences, and booster) were well-received, as they maintained a fair and balanced gameplay experience.

    Lessons Learned

    • Mapping Between Controls and Gameplay:
      Intuitive mapping between controls and gameplay actions is critical. For example, the jump button and crouching were easy to grasp because the controls directly mirrored the in-game actions. However, abstract mechanics like the lasso required additional explanation due to their more complex interactions.
    • The Importance of Feedback:
      Immediate feedback helped players connect their actions to in-game effects. Enhancing feedback for less intuitive mechanics (like the lasso) will likely make the game easier to pick up.
    • Balancing Physical and Digital Gameplay:
      Players found the integration of physical actions (like crouching) and digital gameplay highly engaging. This balance between physical and virtual interaction should remain a cornerstone of the game’s design.

      Next Steps

      1. Add an Instructions Page or Tutorial:
        Include a brief tutorial or instructions page at the beginning of the game to explain the mechanics of the lasso button, Skill vs. Luck, and how to interact with obstacles like birds and rocks.
      2. Enhance In-Game Prompts:
        Add dynamic text prompts or animations during gameplay to guide players through challenging mechanics. For example:

        1. “Press J to Jump Over Rocks!”
        2. “Dodge Birds to Avoid Game Over!”

    Demonstration

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