During this week, we added more content to the third prototype and started testing with actual pedalling input. Below are the playtest video clips:
Given the fact that the halves is at the corner, it’s also a good chance for us to look back at what we have built and learned.
For the first prototype “Unicycle Adventure”, we started with an inituitive interaction using the bike pedals. Here are the things we learned through this approach:
- The intervals between pedaling and idle turn into interruption when the game relies entirely on this mechanism
- Need more feedback to build the connection between pedaling and cycling
- Makes more sense if players can also pedal backwards
For the second prototype, since we were thinking of an idle game, we basically wanted to know if the gameplay will distract players from work, and the reason for the players to come back and play the game everyday. And here is what we learned:
- First, We tested this prototype during a zoom meeting , and found that pedaling while meeting won’t distract the player or others.
- Second, adding visual effects and feedback will improve the collecting experience.
- For idle games, the collection function can enhance user stickiness and engagement. And it will lead our user to keep play the game.
For the third prototype, we decided to value gameplay more than exercise and target the sensation-seeking and security-seeking players, here’s what we found throughout the developement:
- Consistency between pedaling and visual effects do help distracting from exertion.
- It would be helpful to provide some presets for players to choose from and provide instructions.
- We also noticed that it’s hard to aim while pedalling. If we want to distract players from pedalling, we should decrease the precision of attack detection to not make them feel frustrated