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Snow Way in Hell
Heuristic Analysis
Control Freaks
Assignment 1
Full Sail University
Abstract
This document will cover the 10 Heuristics as they relate
to the game “Snow Way in Hell”. The document will
include screenshots and examples of areas where the
game breaks the 10 Heuristics. The document will also
include a ratings system to explain how important this
issue is as well as solutions on how to correct these
errors. Summary and references for the document and
game are included.
Game Summary
Snow Way in Hell is a platformer where the player takes
the place of a snowball attempting to escape from Hell.
The style of the game is dark, yet humorous, and
maintains levity in a traditionally grim setting. Gameplay
consists of platforming staples like running and jumping,
but also adds in a combat mechanic in the form of
throwing snowballs to defeat enemies. Additional
mechanics like powerups, and healing by consuming
frozen enemies, add some level of strategy to the game.
Problem Screen doesn’t appropriately reflect game state
Rating Moderately Important
Description System status is not clearly visible in all cases. No UI changes are made when the player dies
or takes damage, and the only change when the game is paused is the appearance of play and
quit buttons at the bottom right of the screen. This makes the game state very confusing for
the player.
Solution An easy solution for this would be to add screen space shaders that come into effect when the
game state changes, like a red overlay when the player dies, and a grey overlay when the
game is paused.
Reference Shot
Visibility of System Status
Before Death After Death
Problem The Health Bar is not clearly displayed as a Health Bar
Rating Minimally Important
Description During the game, the player has a “Frozenness” bar which acts as the player’s health bar. The
player might experience trouble with realizing this because the bar decreases over time
similar to a timer, and the bar is colored grey instead of the universally familiar color of red,
which many health bars in other games similar to this one are colored.
Solution Explaining the mechanics when the player starts the game to explain how their health
functions with an information panel. This informs the player of how to use their snowballs to
refill their health and what causes their health to decrease.
Reference Shot
Match Between System and Real
World
Problem The game lacks a meaningful save and checkpoint system.
Rating Important
Description The checkpoints are not clearly labelled. The lack of any save system means that players
cannot quickly undo and redo actions. Players would have to completely play through the
level again if they missed a checkpoint.
Solution Have a checkpoint object that clearly denotes a checkpoint’s location. Such as a Snowman
with a Flag that changes color when the player reaches the checkpoint.
Reference Shot
User Control and Freedom
This is a
checkpoint. No
indication except
for audio.
Problem Monsters do not give indication for when they get hurt.
Rating Very Important
Description Monsters do not give any indication if the player has hurt them in anyway. Weak enemies that
die in one hit immediately change textures, however larger monsters and bosses do not
clearly express when they get hurt. A standard for gaming in general is that the player is given
some clue for when they hurt an enemy to let them know if they are playing the game
correctly.
Solution Giving the players a sound clip or visual effect that lets them know if they damaged the
monster would correct this issue. Such as a grunt or having the monster flash red when
damaged.
Reference Shot
Consistency and Standards
Problem Leaving the game
Rating Moderately Important
Description Players are not given a confirmation panel when trying to leave the game.
Solution When the player selects “quit” the game should open a small panel that asks if the player is
sure they wish to quit the game.
Reference Shot
Error Prevention
No confirmation panel
Problem Player has to find the controls, and then remember them
Rating Very Important
Description The player is never presented with information on any of the controls or mechanics of the
game requiring them to not only find the controls, but also remember them for future use.
Solution A solution would be to add a controls menu that the player can access from the pause screen
as well as the main menu.
Reference Shot
Recognition Rather Than Recall
No Control Menu
Problem Lack of rebindable keys
Rating Minimally Important
Description The game lacks the ability to have the keys rebound to the player’s preference.
Solution If the “Options” menu had a section for Key Bindings instead of having two different sets of
key bindings enabled immediate, a player could easily change their controls as they see fit.
Reference Shot
Flexibility and Efficiency Of Use
Problem Text colors and contrasts
Rating Very Important
Description The game’s text color does not contract well with the other elements in the game. The
frozenness text for example does not have a border so it blends in with all the other textures
on screen making it hard to read. The pause menu text color is also white on grey making it
hard to read.
Solution The text should have had black borders around all the text making it stand out. Then the
pause menu needed a panel behind it to make it stand out more from the rest of the game.
Reference Shot
Aesthetic and Minimalist Design
Problem Spike and Enemy Hitboxes
Rating Critical
Description The player has trouble knowing how to recover being hit by enemies because there is no
indication of being hit as well as having the enemy hitboxes being bigger than their model
sizes.
Solution Having the player flash and be unhittable for a few seconds when they get damaged. Also
bouncing the player back a bit when they are hit would let them know which enemy hit them.
Reference Shot
Help Users Recognize, Diagnose,
and Recover From Errors
Problem No controls page or help screen to explain mechanics
Rating Critical
Description Lack of a control page in the options menu means players have to start guessing their controls.
This leads to confusion and problems with players not knowing how to do specific tasks. Game
mechanics such as the steam lift system is not explained at all.
Solution In the options menu simply add a textbox that explains all the controls and mechanics.
Reference Shot
Help and Documentation
References
Nielsen, J. (1995). Nielsen Norman Group. Retrieved November 30, 2015,
from http://www.nngroup.com/articles/ten-usability-heuristics/
Snow Way in Hell (Game Installer), from
https://drive.google.com/open?id=0B_oGlpjJa0j1VDBIOGxJUVI0dms
Whildin, J., West, K., Patterson, L., Mangold, M., & Gill, T. (2012, May 6).
Snow Way In Hell: Game Design Document. Retrieved November 30, 2015,
from https://drive.google.com/file/d/0B_oGlpjJa0j1OElmTXNMTkhLYlE/view
Isbister, K., & Schaffer, N. (2008). Game Usability. CRC Press.

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Control freaks nieslens10heuristics_1215.pptx

  • 1. Snow Way in Hell Heuristic Analysis Control Freaks Assignment 1 Full Sail University
  • 2. Abstract This document will cover the 10 Heuristics as they relate to the game “Snow Way in Hell”. The document will include screenshots and examples of areas where the game breaks the 10 Heuristics. The document will also include a ratings system to explain how important this issue is as well as solutions on how to correct these errors. Summary and references for the document and game are included.
  • 3. Game Summary Snow Way in Hell is a platformer where the player takes the place of a snowball attempting to escape from Hell. The style of the game is dark, yet humorous, and maintains levity in a traditionally grim setting. Gameplay consists of platforming staples like running and jumping, but also adds in a combat mechanic in the form of throwing snowballs to defeat enemies. Additional mechanics like powerups, and healing by consuming frozen enemies, add some level of strategy to the game.
  • 4. Problem Screen doesn’t appropriately reflect game state Rating Moderately Important Description System status is not clearly visible in all cases. No UI changes are made when the player dies or takes damage, and the only change when the game is paused is the appearance of play and quit buttons at the bottom right of the screen. This makes the game state very confusing for the player. Solution An easy solution for this would be to add screen space shaders that come into effect when the game state changes, like a red overlay when the player dies, and a grey overlay when the game is paused. Reference Shot Visibility of System Status Before Death After Death
  • 5. Problem The Health Bar is not clearly displayed as a Health Bar Rating Minimally Important Description During the game, the player has a “Frozenness” bar which acts as the player’s health bar. The player might experience trouble with realizing this because the bar decreases over time similar to a timer, and the bar is colored grey instead of the universally familiar color of red, which many health bars in other games similar to this one are colored. Solution Explaining the mechanics when the player starts the game to explain how their health functions with an information panel. This informs the player of how to use their snowballs to refill their health and what causes their health to decrease. Reference Shot Match Between System and Real World
  • 6. Problem The game lacks a meaningful save and checkpoint system. Rating Important Description The checkpoints are not clearly labelled. The lack of any save system means that players cannot quickly undo and redo actions. Players would have to completely play through the level again if they missed a checkpoint. Solution Have a checkpoint object that clearly denotes a checkpoint’s location. Such as a Snowman with a Flag that changes color when the player reaches the checkpoint. Reference Shot User Control and Freedom This is a checkpoint. No indication except for audio.
  • 7. Problem Monsters do not give indication for when they get hurt. Rating Very Important Description Monsters do not give any indication if the player has hurt them in anyway. Weak enemies that die in one hit immediately change textures, however larger monsters and bosses do not clearly express when they get hurt. A standard for gaming in general is that the player is given some clue for when they hurt an enemy to let them know if they are playing the game correctly. Solution Giving the players a sound clip or visual effect that lets them know if they damaged the monster would correct this issue. Such as a grunt or having the monster flash red when damaged. Reference Shot Consistency and Standards
  • 8. Problem Leaving the game Rating Moderately Important Description Players are not given a confirmation panel when trying to leave the game. Solution When the player selects “quit” the game should open a small panel that asks if the player is sure they wish to quit the game. Reference Shot Error Prevention No confirmation panel
  • 9. Problem Player has to find the controls, and then remember them Rating Very Important Description The player is never presented with information on any of the controls or mechanics of the game requiring them to not only find the controls, but also remember them for future use. Solution A solution would be to add a controls menu that the player can access from the pause screen as well as the main menu. Reference Shot Recognition Rather Than Recall No Control Menu
  • 10. Problem Lack of rebindable keys Rating Minimally Important Description The game lacks the ability to have the keys rebound to the player’s preference. Solution If the “Options” menu had a section for Key Bindings instead of having two different sets of key bindings enabled immediate, a player could easily change their controls as they see fit. Reference Shot Flexibility and Efficiency Of Use
  • 11. Problem Text colors and contrasts Rating Very Important Description The game’s text color does not contract well with the other elements in the game. The frozenness text for example does not have a border so it blends in with all the other textures on screen making it hard to read. The pause menu text color is also white on grey making it hard to read. Solution The text should have had black borders around all the text making it stand out. Then the pause menu needed a panel behind it to make it stand out more from the rest of the game. Reference Shot Aesthetic and Minimalist Design
  • 12. Problem Spike and Enemy Hitboxes Rating Critical Description The player has trouble knowing how to recover being hit by enemies because there is no indication of being hit as well as having the enemy hitboxes being bigger than their model sizes. Solution Having the player flash and be unhittable for a few seconds when they get damaged. Also bouncing the player back a bit when they are hit would let them know which enemy hit them. Reference Shot Help Users Recognize, Diagnose, and Recover From Errors
  • 13. Problem No controls page or help screen to explain mechanics Rating Critical Description Lack of a control page in the options menu means players have to start guessing their controls. This leads to confusion and problems with players not knowing how to do specific tasks. Game mechanics such as the steam lift system is not explained at all. Solution In the options menu simply add a textbox that explains all the controls and mechanics. Reference Shot Help and Documentation
  • 14. References Nielsen, J. (1995). Nielsen Norman Group. Retrieved November 30, 2015, from http://www.nngroup.com/articles/ten-usability-heuristics/ Snow Way in Hell (Game Installer), from https://drive.google.com/open?id=0B_oGlpjJa0j1VDBIOGxJUVI0dms Whildin, J., West, K., Patterson, L., Mangold, M., & Gill, T. (2012, May 6). Snow Way In Hell: Game Design Document. Retrieved November 30, 2015, from https://drive.google.com/file/d/0B_oGlpjJa0j1OElmTXNMTkhLYlE/view Isbister, K., & Schaffer, N. (2008). Game Usability. CRC Press.