SlideShare a Scribd company logo
1 of 9
1
Rampaging Wizard
Usability Test Report
V 1.0
Mark Della-Croce
August 1st, 2015
2
Information Subject #1 Subject #2 Subject #3 Subject #4 Subject #5
Gender Female Female Female Female Female
Age 68 60 26 64 32
Experience Mobile/Casual PC Casual Mobile/Casual Mobile/Casual Casual
Total Time 1.25 Hour 45 Minutes 1 Hour 50 Minutes 1 Hour
Variables Subject #1 Subject #2 Subject #3 Subject #4 Subject #5
Time: Tutorial Level 10m+ 10m+ 10m+ 10m+ 10m+
Time: Level 1 10m+ 10m+ 10m+ 10m+ 10m+
Time: Level 2 10m+ 10m+ 10m+ 10m+ N/A
Time: Level 3 10m+ N/A
Time: Level 4 10m+ 10m+ 10m+ N/A
Time: Level 5
Time: Level 6
Time: Level 7
Time: Level 8
Items Collected 214 199 170 267 185
Levels Completed 1 3 2 0 0
Errors Encountered 0 0 0 0 0
Questions Asked 2 0 7 3 5
Times Restarted: Tutorial 11 6 14 11 18
Times Restarted: Level 1 24 6 7 9 13
Times Restarted: Level 2 5 8 11
Times Restarted: Level 3 13
Times Restarted: Level 4 5 14 15
Times Restarted: Level 5
3
Times Restarted: Level 6
Times Restarted: Level 7
Times Restarted: Level 8
Times Continued
Platforms Jumped On 43 49 32 39 45
Enemies Defeated 12 75 19 4 13
Running Score 36,000 692,992 25,000 15,300 30,000
Deaths to Falling 0 0 5 6 2
Deaths to Enemies 26 20 17 19 5
Deaths to Spikes 47 10 25 14 10
Upgrades Selected: Types 75% Increase
and Spell
None Spell None None
The first thing we would like testers to do is give us input on is their first impression of the game.
● The game looked like a typical platformer style game that is usually easy to play.
We would like to test for specifically is progression barriers, if there is any sections where the user
feels they became stuck and could not progress any further.
● The game’s difficulty grew exponentially as soon as the enemies were thrown into the mix. The
spikes and pits were also a little too large.
How fluent were the controls and how easy was the menu navigation?
● The controls were a little finicky for the subjects. They generally felt that using the spacebar
as jump was a bit difficult to use. All subjects said that the menu system was legible and easy
to use.
What age group do they feel this game is targeted for?
● Ages 10- 15
How well was the information on the screen displayed to you? Was it easy to read and understand?
● The information was displayed on the screen in a way that made it difficult to read it. During
the tutorial level most of the subjects didn’t even notice the messages on the background.
How long did it take to get through each level?
● All users took about 10 minutes for each level, except level 3 was not playable for some users.
Was the user able to to play the whole test period?
● Yes, all users played the full test period.
4
Did the controls seem self explanatory or was there more definition needed?
● The controls did seem a little bit self explanatory, but with some of the vocabulary they used it
was either misspelled or poorly worded such as “Stampede-ing Knight” and “Pew Pew”(instead
of simply saying shoot).
If the participant could change anything about the experience, what would they change and why?
● The participants general consensus was to change the jump button to shift or up to make
coordination easier.
Issues
Sudden Difficulty Increase
● Type: Game Play
● Severity: Critical
● Reduce number of enemies and the speed at which they move and fire. Increase this with each
level slightly.
If the level adds a new gameplay feature it should tell the player before encountering it
● Type: QA
● Severity: Medium
● Reproduction steps if QA issue:
○ Load Rampaging Wizard.
○ Press Start Game.
○ Play until Player Avatar reaches the Checkered Tape(Ribbon).
○ Observe that New Level is NOT defined.
5
Sometimes the character would stop firing despite having mana.
● Type: QA
● Severity: Critical
● Reproduction steps if QA issue:
○ Load Rampaging Wizard.
○ Press Start Game.
○ Left Click Mouse until you cannot shoot Lighting Bolts anymore.
○ Observe Player not able to Shoot.
6
The anger bar doesn’t give adequate information when low
● Type: QA
● Severity: Critical
● Reproduction steps if QA issue:
○ Load Rampaging Wizard.
○ Press Start Game.
○ Don’t Move Player or Left Click Mouse.
○ Observe Screen.
Game was too fast paced to see the tutorial information.
● Type: QA
● Severity: Critical
● Reproduction steps if QA issue:
○ Load Rampaging Wizard.
○ Press Start Game.
○ Begin Tutorial Level.
○ Observe the tutorial information text in background.
7
No Checkpoints
● Type: Game Play
● Severity: Medium
● Add a checkpoint halfway through each level.
Spike Traps and Pitfalls are too large
● Type: Game Play
● Severity: Low
● Reduce the size of the spikes and the pitfalls to make them a little easier to get over.
8
Level Select screen only partially works
● Type: QA
● Severity: Medium
● Reproduction steps if QA issue:
○ Load Rampaging Wizard.
○ Press Level Select at Main Menu.
○ Press Level 1 and/or Level 3.
○ Observe that you cannot Continue play on Level 1 and/or Level 3.
Analysis
What specific user errors occurred while completing tasks?
● Did 3 users experience similar issues?
○ In the Level Select Menu you were not able to select Levels 1 and Level 3.
○ Alot of our users did not understand what the Mana or Anger was used for.
○ Doesn’t show which level you are in at the moment.
How long did the user take to complete tasks?
Out of our five playtesters it took an average of 48 minutes to complete each task. Out of each level
(3) that was playable it took an average of 9.6 to complete each level. Total gameplay hour from all
playtesters combined is 4 hours.
● Did the difficulty ramp steadily?
○ The difficulty ramp up faster than usual for our casual gamers. Our playtesters had to
restart each level more than three times to actually get the hang of the speed of the
enemies and timing of arrows coming towards them to dodge.
Extract from notes:
● Quotes:
9
○ “Pew, Pew why don’t you say “Shoot” instead.
○ “Ugh I have to start the level all over again, aren’t there any checkpoints like Mario.”
○ “I don’t like that I can shoot my health potions when I really need it to go further in
the game”.
○ “Why can’t I shoot anymore Lighting Bolts”.
● Emotions:
○ Frustrations with enemies approaching quickly at the beginning of the game while
reading tutorial text during gameplay.
○ Disappointment that there was no music during gameplay, made the gaming experience
dull.
○ Confused with the jump control, wish the jump button was different maybe the Right
Shift Key or W key.
Recommendations
Either from users or testing teams
● The tutorial was a bit difficult for the testers to complete as the tutorial messages were
written on the background and were often missed due to the fast paced game play.
● The testers seemed to really enjoy the fact that the levels were relatively short in comparison
to many other platformer games that are known.
Post Mortem
Reflection on the testing process and lessons learned.
● What we did correctly?
○ Follow our own test procedures precisely and pushed ourselves to not interfere or lead
the subjects.
● What we did incorrectly?
○ In hindsight, we should have had a larger pool of test subjects but with varying time
constraints we ended up with the pool we have.
● What would your team do different the next test session?
○ Acquiring a larger pool of test subjects with varying experience levels would have
provides us with much more accurate data in a large amount.

More Related Content

Viewers also liked

Trabalho espanhol
Trabalho espanholTrabalho espanhol
Trabalho espanholRuan Monte
 
会員増強・新クラブ結成推進月間にあたって
会員増強・新クラブ結成推進月間にあたって会員増強・新クラブ結成推進月間にあたって
会員増強・新クラブ結成推進月間にあたってRotary E-Club of HYOGO
 
Weather2020 Long Range Forecasting Weather School Chapters 1 & 2
Weather2020 Long Range Forecasting Weather School Chapters 1 & 2Weather2020 Long Range Forecasting Weather School Chapters 1 & 2
Weather2020 Long Range Forecasting Weather School Chapters 1 & 2Gary Lezak
 
Marsh Analytics - CFO com
Marsh Analytics - CFO comMarsh Analytics - CFO com
Marsh Analytics - CFO comPeter Gold
 
SpiritIT_mCT_Petrolchimico_Final_rev1
SpiritIT_mCT_Petrolchimico_Final_rev1SpiritIT_mCT_Petrolchimico_Final_rev1
SpiritIT_mCT_Petrolchimico_Final_rev1Nunzio Bonavita
 

Viewers also liked (8)

PPT5 with Music
PPT5 with MusicPPT5 with Music
PPT5 with Music
 
Raffaella 10 luglio
Raffaella 10 luglioRaffaella 10 luglio
Raffaella 10 luglio
 
Trabalho espanhol
Trabalho espanholTrabalho espanhol
Trabalho espanhol
 
会員増強・新クラブ結成推進月間にあたって
会員増強・新クラブ結成推進月間にあたって会員増強・新クラブ結成推進月間にあたって
会員増強・新クラブ結成推進月間にあたって
 
Weather2020 Long Range Forecasting Weather School Chapters 1 & 2
Weather2020 Long Range Forecasting Weather School Chapters 1 & 2Weather2020 Long Range Forecasting Weather School Chapters 1 & 2
Weather2020 Long Range Forecasting Weather School Chapters 1 & 2
 
tommy h
tommy htommy h
tommy h
 
Marsh Analytics - CFO com
Marsh Analytics - CFO comMarsh Analytics - CFO com
Marsh Analytics - CFO com
 
SpiritIT_mCT_Petrolchimico_Final_rev1
SpiritIT_mCT_Petrolchimico_Final_rev1SpiritIT_mCT_Petrolchimico_Final_rev1
SpiritIT_mCT_Petrolchimico_Final_rev1
 

Similar to Team fuzzychins testreport_0715

Practical level design for F2P
Practical level design for F2PPractical level design for F2P
Practical level design for F2PElad Drory
 
Playtest For Snowfall
Playtest For SnowfallPlaytest For Snowfall
Playtest For SnowfallClintonHuish
 
Alternate Dimension Portal/ Test Plans
Alternate Dimension Portal/ Test PlansAlternate Dimension Portal/ Test Plans
Alternate Dimension Portal/ Test PlansTracyWalker123
 
Mercurial studios odoricodante_assignment1_0315.pptx
Mercurial studios odoricodante_assignment1_0315.pptxMercurial studios odoricodante_assignment1_0315.pptx
Mercurial studios odoricodante_assignment1_0315.pptxDante Odorico
 
Controller Trollers Procedure
Controller Trollers ProcedureController Trollers Procedure
Controller Trollers Procedurejhouchens99
 
Informing SoTL using playtesting techniques
Informing SoTL using playtesting techniquesInforming SoTL using playtesting techniques
Informing SoTL using playtesting techniquesKatrin Becker
 
Player study
Player studyPlayer study
Player studyJayyes
 
Team oflegends usabilitytestplan_0915
Team oflegends usabilitytestplan_0915Team oflegends usabilitytestplan_0915
Team oflegends usabilitytestplan_0915swoizeschke
 
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Joel Burgess
 
Jello karaboosqaud steyeraustin_assignment1_0715
Jello karaboosqaud steyeraustin_assignment1_0715Jello karaboosqaud steyeraustin_assignment1_0715
Jello karaboosqaud steyeraustin_assignment1_0715Asteyer
 
TypingMaster report
TypingMaster reportTypingMaster report
TypingMaster reportSpeed Up
 
The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715Aaron Christian
 
How the long range trainer escape glitch (mew trick) works
How the long range trainer escape glitch (mew trick) worksHow the long range trainer escape glitch (mew trick) works
How the long range trainer escape glitch (mew trick) worksEduardo A. Vela N.
 
Controller trollers nielsens 10 heuristics_1115
Controller trollers nielsens 10 heuristics_1115Controller trollers nielsens 10 heuristics_1115
Controller trollers nielsens 10 heuristics_1115jhouchens99
 
Ginyu force leelisa_week3assignment_0315 (1)
Ginyu force leelisa_week3assignment_0315 (1)Ginyu force leelisa_week3assignment_0315 (1)
Ginyu force leelisa_week3assignment_0315 (1)Lisa Lee
 
Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013Ben Lewis-Evans
 

Similar to Team fuzzychins testreport_0715 (20)

Practical level design for F2P
Practical level design for F2PPractical level design for F2P
Practical level design for F2P
 
Playtest For Snowfall
Playtest For SnowfallPlaytest For Snowfall
Playtest For Snowfall
 
Alternate Dimension Portal/ Test Plans
Alternate Dimension Portal/ Test PlansAlternate Dimension Portal/ Test Plans
Alternate Dimension Portal/ Test Plans
 
Mercurial studios odoricodante_assignment1_0315.pptx
Mercurial studios odoricodante_assignment1_0315.pptxMercurial studios odoricodante_assignment1_0315.pptx
Mercurial studios odoricodante_assignment1_0315.pptx
 
Controller Trollers Procedure
Controller Trollers ProcedureController Trollers Procedure
Controller Trollers Procedure
 
Kahoot Tutorial
Kahoot TutorialKahoot Tutorial
Kahoot Tutorial
 
Informing SoTL using playtesting techniques
Informing SoTL using playtesting techniquesInforming SoTL using playtesting techniques
Informing SoTL using playtesting techniques
 
Pyweek presentation
Pyweek presentationPyweek presentation
Pyweek presentation
 
Player study
Player studyPlayer study
Player study
 
Team oflegends usabilitytestplan_0915
Team oflegends usabilitytestplan_0915Team oflegends usabilitytestplan_0915
Team oflegends usabilitytestplan_0915
 
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
 
Jello karaboosqaud steyeraustin_assignment1_0715
Jello karaboosqaud steyeraustin_assignment1_0715Jello karaboosqaud steyeraustin_assignment1_0715
Jello karaboosqaud steyeraustin_assignment1_0715
 
TypingMaster report
TypingMaster reportTypingMaster report
TypingMaster report
 
Terramind Usability
Terramind UsabilityTerramind Usability
Terramind Usability
 
The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715The jellokaraboosqaud assignment3_0715
The jellokaraboosqaud assignment3_0715
 
How the long range trainer escape glitch (mew trick) works
How the long range trainer escape glitch (mew trick) worksHow the long range trainer escape glitch (mew trick) works
How the long range trainer escape glitch (mew trick) works
 
Controller trollers nielsens 10 heuristics_1115
Controller trollers nielsens 10 heuristics_1115Controller trollers nielsens 10 heuristics_1115
Controller trollers nielsens 10 heuristics_1115
 
Ginyu force leelisa_week3assignment_0315 (1)
Ginyu force leelisa_week3assignment_0315 (1)Ginyu force leelisa_week3assignment_0315 (1)
Ginyu force leelisa_week3assignment_0315 (1)
 
Badland
BadlandBadland
Badland
 
Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013Intro to Games User Research Methods - March 2013
Intro to Games User Research Methods - March 2013
 

Team fuzzychins testreport_0715

  • 1. 1 Rampaging Wizard Usability Test Report V 1.0 Mark Della-Croce August 1st, 2015
  • 2. 2 Information Subject #1 Subject #2 Subject #3 Subject #4 Subject #5 Gender Female Female Female Female Female Age 68 60 26 64 32 Experience Mobile/Casual PC Casual Mobile/Casual Mobile/Casual Casual Total Time 1.25 Hour 45 Minutes 1 Hour 50 Minutes 1 Hour Variables Subject #1 Subject #2 Subject #3 Subject #4 Subject #5 Time: Tutorial Level 10m+ 10m+ 10m+ 10m+ 10m+ Time: Level 1 10m+ 10m+ 10m+ 10m+ 10m+ Time: Level 2 10m+ 10m+ 10m+ 10m+ N/A Time: Level 3 10m+ N/A Time: Level 4 10m+ 10m+ 10m+ N/A Time: Level 5 Time: Level 6 Time: Level 7 Time: Level 8 Items Collected 214 199 170 267 185 Levels Completed 1 3 2 0 0 Errors Encountered 0 0 0 0 0 Questions Asked 2 0 7 3 5 Times Restarted: Tutorial 11 6 14 11 18 Times Restarted: Level 1 24 6 7 9 13 Times Restarted: Level 2 5 8 11 Times Restarted: Level 3 13 Times Restarted: Level 4 5 14 15 Times Restarted: Level 5
  • 3. 3 Times Restarted: Level 6 Times Restarted: Level 7 Times Restarted: Level 8 Times Continued Platforms Jumped On 43 49 32 39 45 Enemies Defeated 12 75 19 4 13 Running Score 36,000 692,992 25,000 15,300 30,000 Deaths to Falling 0 0 5 6 2 Deaths to Enemies 26 20 17 19 5 Deaths to Spikes 47 10 25 14 10 Upgrades Selected: Types 75% Increase and Spell None Spell None None The first thing we would like testers to do is give us input on is their first impression of the game. ● The game looked like a typical platformer style game that is usually easy to play. We would like to test for specifically is progression barriers, if there is any sections where the user feels they became stuck and could not progress any further. ● The game’s difficulty grew exponentially as soon as the enemies were thrown into the mix. The spikes and pits were also a little too large. How fluent were the controls and how easy was the menu navigation? ● The controls were a little finicky for the subjects. They generally felt that using the spacebar as jump was a bit difficult to use. All subjects said that the menu system was legible and easy to use. What age group do they feel this game is targeted for? ● Ages 10- 15 How well was the information on the screen displayed to you? Was it easy to read and understand? ● The information was displayed on the screen in a way that made it difficult to read it. During the tutorial level most of the subjects didn’t even notice the messages on the background. How long did it take to get through each level? ● All users took about 10 minutes for each level, except level 3 was not playable for some users. Was the user able to to play the whole test period? ● Yes, all users played the full test period.
  • 4. 4 Did the controls seem self explanatory or was there more definition needed? ● The controls did seem a little bit self explanatory, but with some of the vocabulary they used it was either misspelled or poorly worded such as “Stampede-ing Knight” and “Pew Pew”(instead of simply saying shoot). If the participant could change anything about the experience, what would they change and why? ● The participants general consensus was to change the jump button to shift or up to make coordination easier. Issues Sudden Difficulty Increase ● Type: Game Play ● Severity: Critical ● Reduce number of enemies and the speed at which they move and fire. Increase this with each level slightly. If the level adds a new gameplay feature it should tell the player before encountering it ● Type: QA ● Severity: Medium ● Reproduction steps if QA issue: ○ Load Rampaging Wizard. ○ Press Start Game. ○ Play until Player Avatar reaches the Checkered Tape(Ribbon). ○ Observe that New Level is NOT defined.
  • 5. 5 Sometimes the character would stop firing despite having mana. ● Type: QA ● Severity: Critical ● Reproduction steps if QA issue: ○ Load Rampaging Wizard. ○ Press Start Game. ○ Left Click Mouse until you cannot shoot Lighting Bolts anymore. ○ Observe Player not able to Shoot.
  • 6. 6 The anger bar doesn’t give adequate information when low ● Type: QA ● Severity: Critical ● Reproduction steps if QA issue: ○ Load Rampaging Wizard. ○ Press Start Game. ○ Don’t Move Player or Left Click Mouse. ○ Observe Screen. Game was too fast paced to see the tutorial information. ● Type: QA ● Severity: Critical ● Reproduction steps if QA issue: ○ Load Rampaging Wizard. ○ Press Start Game. ○ Begin Tutorial Level. ○ Observe the tutorial information text in background.
  • 7. 7 No Checkpoints ● Type: Game Play ● Severity: Medium ● Add a checkpoint halfway through each level. Spike Traps and Pitfalls are too large ● Type: Game Play ● Severity: Low ● Reduce the size of the spikes and the pitfalls to make them a little easier to get over.
  • 8. 8 Level Select screen only partially works ● Type: QA ● Severity: Medium ● Reproduction steps if QA issue: ○ Load Rampaging Wizard. ○ Press Level Select at Main Menu. ○ Press Level 1 and/or Level 3. ○ Observe that you cannot Continue play on Level 1 and/or Level 3. Analysis What specific user errors occurred while completing tasks? ● Did 3 users experience similar issues? ○ In the Level Select Menu you were not able to select Levels 1 and Level 3. ○ Alot of our users did not understand what the Mana or Anger was used for. ○ Doesn’t show which level you are in at the moment. How long did the user take to complete tasks? Out of our five playtesters it took an average of 48 minutes to complete each task. Out of each level (3) that was playable it took an average of 9.6 to complete each level. Total gameplay hour from all playtesters combined is 4 hours. ● Did the difficulty ramp steadily? ○ The difficulty ramp up faster than usual for our casual gamers. Our playtesters had to restart each level more than three times to actually get the hang of the speed of the enemies and timing of arrows coming towards them to dodge. Extract from notes: ● Quotes:
  • 9. 9 ○ “Pew, Pew why don’t you say “Shoot” instead. ○ “Ugh I have to start the level all over again, aren’t there any checkpoints like Mario.” ○ “I don’t like that I can shoot my health potions when I really need it to go further in the game”. ○ “Why can’t I shoot anymore Lighting Bolts”. ● Emotions: ○ Frustrations with enemies approaching quickly at the beginning of the game while reading tutorial text during gameplay. ○ Disappointment that there was no music during gameplay, made the gaming experience dull. ○ Confused with the jump control, wish the jump button was different maybe the Right Shift Key or W key. Recommendations Either from users or testing teams ● The tutorial was a bit difficult for the testers to complete as the tutorial messages were written on the background and were often missed due to the fast paced game play. ● The testers seemed to really enjoy the fact that the levels were relatively short in comparison to many other platformer games that are known. Post Mortem Reflection on the testing process and lessons learned. ● What we did correctly? ○ Follow our own test procedures precisely and pushed ourselves to not interfere or lead the subjects. ● What we did incorrectly? ○ In hindsight, we should have had a larger pool of test subjects but with varying time constraints we ended up with the pool we have. ● What would your team do different the next test session? ○ Acquiring a larger pool of test subjects with varying experience levels would have provides us with much more accurate data in a large amount.