Usability Test Plan
Jesse Turner
Mason Whitley
Andrew Wilson
Dylan Wirth
Sarah Woizeschke
Access
Executive Summary
This week we are conducting usability tests with casual gamers. Our objective is to assist Team Access with
locating usability issues within their game. We will specifically be analysing usability issues in relation to levels
four, five, and seven. Our initial testing on level four revealed an issue concerning the player dying before
collecting the yellow key. Our initial testing on level five revealed an issue concerning players being unable to
complete the objective due to an unclear understanding of game mechanics. Our initial testing on level seven
revealed that not only was the terminal superfluous, but if it was used, frequently made the level unplayable by
hiding the room tiles from the player. We will be conducting playtesting next week to further explore these issues
and validate our findings.
Testing Methodology |
What is your gender?
| Male | Female | Other (please list) |
How old are you?
| 0-6 | 7-12 | 13-18 | 19-24 | 25-30 | 31-36 | 37+ |
What is your ethnicity?
| Caucasian | Hispanic | African American | Native American/Alaskan Native/Hawaiian | Asian American | Other (please list) |
What is your current employment status?
| Unemployed | Student | Part-Time (less than 20 hours) | Full-Time (20+ hours) | Other (please list) |
On average, how many times do you play video games per week?
For the purpose of this question, “video games” includes major console games (Xbox One, PS4, Wii, etc.), handheld console games (Nintendo 3DS, PS Vita, Wii
U, etc.), Computer games, Social games (Facebook, etc.), and mobile games (iOS, Android, etc.).
| Not at all | 0-5 hours | 6-10 hours | 11-15 hours | 15-20 hours | 20+ hours |
Demographic
Questions
Testing Methodology |
1. What kind of game do you think you will be playing according to the title screen?
2. What is your opinion of the title screen music?
3. Would you be willing to purchase this game based solely on the title screen?
Impression
Questions
Testing Methodology |
Level 1:
1.) What do you think of the platform movement mechanic?
2.) What are your impressions of the terminal system after your first encounter with it?
Level 2:
1.) Did the instructional text help you proceed through the level? Would you modify it if you could and what would it say?
2.) What did you like or dislike about the number puzzle that opened the door to the end of the level?
Level 3:
1.) What did you think about the box moving mechanic?
2.) Do you feel that the terminal mechanic was effectively used in this level? If you could make changes to it what would you change?
Or would you leave it as is?
Level 4:
1.) What do you think of the health system in this game?
2.) How did you feel about the size of this level compared to previous levels?
Exploratory
Questions
Testing Methodology |
Level 5:
1.) Which feature makes this game more interesting - the puzzles or the enemies? Why?
2.) Were you able to open the door to the key? Do you think the instructions given for this level are adequate? Explain your answer.
Level 6:
1.) What did you think about the environment of this level compared to the previous levels?
2.) What do you think the significance of the building titled “Lucania” is?
Level 7:
1.) Would you change the way the terminal is utilized in this level? If so, what would you do differently?
2.) What is your opinion of the key collection mechanic?
Level 8:
1.) How do you feel about how the terminal system was used for this level?
2.) What was your impression of the new mechanic (spinning disks) on this level?
Exploratory
Questions
Initial Testing Feedback
Hypothesis 1:
On Level 4, if the player dies before collecting the yellow key, they will be unable to complete the level.
On level four there is currently a respawn system in place that spawns the player outside of the yellow gate by the terminal. If the player dies before collecting
the yellow key in the first room of the level, they’ll be unable to open the yellow gate in order to return to the first room and retrieve it. This will force the player
to restart the level. (See slide 19)
Hypothesis 2:
On Level 5, if all monsters are turned to stone and the pressure plate isn’t activated, the player will be unable to complete the
level.
On level five there is a pressure plate that must be activated in order to complete the level. The only object in this level that will activate it are the enemies after
they’ve been turned to stone. However, if the player turns all the enemies to stone without one of them activating the pressure plate, then the level cannot be
completed and the player is forced to restart the level. (See slide 20)
Hypothesis 3:
On Level 7, if the player moves the room tiles, they will be unable to complete the level.
Level five is set up in a way that already gives the player a straight path to reach the goal if they collect the keys in the proper order. Additionally, there is an issue
whereas upon moving the rooms, they disappear, thus rendering the level unplayable. If the player decides to use the terminal to shift the rooms around, they
will be unable to complete the level. (See slide 22)
Issues | Jesse
Level 1
Description of
Problem
There is no collision or death
area if you go backwards to the
start of the level.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
By adding a death area around
the platforms so if the player
escapes, they will die and
respawn.
Issues | Jesse
Level 2
Description of
Problem
When you die by falling/getting
out of the map, you will
respawn in a blank space where
you wouldn't be able to move.
You will need to restart the
level to be able to make it
playable again. There is also a
passageway near the door
where you would be able to
sprint through it and wouldn't
need to use the door. In this
case you can skip the whole
level.
Severity Critical
Type of Problem GamePlay
Reproduction of
Problem/Solutions
Adding a collision against the
platforms walls so the player
couldn’t get through them.
Issues | Jesse
Level 3
Description of
Problem
You can be able to sprint
through the door to get past it
without getting the key.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Making the doors fit perfectly
so there wouldn’t be a small
opening and making the door
collision the same as the wall.
Issues | Jesse
Level 4
Description of
Problem
If you were to die without
getting the first key, you will be
unable to finish the level. You
will respawn to the next room
beside you locking yourself in
because you didn't pick up the
first "gold key".
Severity Critical
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Making the respawn point right
to the start of the level instead
of the next room.
Issues | Jesse
Level 5
Description of
Problem
There is no hud display on this
level so you will be confused on
how much health you have and
what items you're carrying. Also
the monster are able to move
through platforms/walls to
attack you.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Remapping the hud to make
the GUI appear again and make
the collision work with the
monster.
Issues | Jesse
Level 6
Description of
Problem
When you first get into the
level, you will need to move the
box on the button to be able to
move to the second platform.
After you succeed, there is no
object to complete this level.
You will be stuck in in between
platforms because there is no
possible way to continue
through the level
Severity Critical
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Putting a terminal in the second
room so you could finish the
level.
Issues | Jesse
Level 7
Description of
Problem
When moving the platforms
around, you will be able to
move them out of the map so
you wouldn't be able to see
them.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Making the platforms move
only horizontal in the open
space and make the walls on
the platform with colliders so
you wouldn’t be able to move
out of position.
Issues | Jesse
Level 8
Description of
Problem
On this level, you're able to
customize your character
health bar by clicking and
moving left or right. This will
make you gain life or limit your
actions while playing.
Severity Critical
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Not letting the user customize
their health because it will
break the game and make
yourself unstoppable.
Issues | Mason
Level 1
Description of
Problem
If the player runs at the wall the
player can get stuck inside the
walls.
Severity Medium
Type of Problem Gameplay
Solutions
Fix the collision area on the
walls so the player won’t
accidentally get stuck inside
them.
Issues | Mason
Level 2
Description of
Problem
The player can walk through
the yellow door without having
to use the key.
Severity Medium
Type of Problem Gameplay
Solutions
Fix the collision on the door so
that the player can’t just run
through it without having to
open it with the yellow key.
Issues | Mason
Level 3
Description of
Problem
The player is able to maneuver
the rooms in this level until
they can barely be seen at the
top of the map. There isn’t a
purpose to this because only
one vertical move is required to
finish the level.
Severity Low
Type of Problem Gameplay
Solutions
Either bring the view of the
level out a bit so the player can
see everything at all times, or
condense the area that the
rooms can be moved around in.
Issues | Mason
Level 4
Description of
Problem
If the player dies before
collecting the yellow key, the
player is transported to a
checkpoint outside the yellow
gate. This makes it impossible
to go and retrieve the key
which is required to complete
the level.
Severity Critical
Type of Problem Gameplay
Solutions
Reset the respawn point to the
cell the player starts the level in
to avoid this issue.
Issues | Mason
Level 5
Description of
Problem
Up until this level the player
uses boxes to activate tiles for
doors. However, during this
level the player has to lure an
enemy onto the tile and get it
to turn to stone. There are no
instructions explaining this to
the player.
Severity Low
Type of Problem Gameplay
Solutions
This problem can be easily
solved by adding a line of text
explaining that enemies can be
used to activate tiles.
Issues | Mason
Level 6
Description of
Problem
There is no way to complete
level six.
Severity Critical
Type of Problem Gameplay
Solutions Finish level six.
Issues | Mason
Level 7
Description of
Problem
In this level each room can be
maneuvered from the terminal
room until they’re completely
invisible to the player. This
could cause confusion for the
player.
Severity Low
Type of Problem Gameplay
Solutions
This issue can be solved by
condensing the puzzle area, or
by making the area more visible
to the player so they can see
what they’re doing.
Issues | Mason
Level 8
Description of
Problem
The player isn’t informed about
what the tiles activate in this
level.
Severity Medium
Type of Problem Gameplay
Solutions
This problem can be fixed by
adding a line of text that
explains what the player
activated. This will particularly
help this level because of the
size of it.
Issues | Andrew
Level 1
Description of
Problem
The player is easily able to leave
the player area out of the first
‘room’.
Severity Low
Type of Problem QA
Reproduction of
Problem
To do this the player needs to
simply walk out of the
designated player area without
using the terminal first.
Issues | Andrew
Level 2
Description of
Problem
Wall lagg into a missing player.
If you walk directly into the far
wall in the first room the player
laggs into the spawn area but is
not visible and cannot be
moved.
Severity Low
Type of Problem QA
Reproduction of
Problem
Walk into the far wall.
Issues | Andrew
Level 3
Description of
Problem
Door issue. If the player sprints
through the doorway, there is
no need for the key.
Severity Medium
Type of Problem QA
Reproduction of
Problem
Sprint into the door.
Issues | Andrew
Level 4
Description of
Problem
Sprinting through doors once
again allows you to pass
through them without opening
them or getting a key to open
them.
Severity Low
Type of Problem QA
Reproduction of
Problem
Sprint to and then through the
door.
Issues | Andrew
Level 5
Description of
Problem
Whenever using the terminal to
adjust the map, some things are
left behind.
Severity Low
Type of Problem QA
Reproduction of
Problem
Access the map then start
moving the blocks.
Issues | Andrew
Level 6
Description of
Problem
Whenever the player clicks
their health bar they can adjust
it to whatever they want.
However, upon dying by
adjusting the health bar, the
player “respawns” invisible.
Severity Low
Type of Problem QA
Reproduction of
Problem
Do as described above.
Issues | Andrew
Level 7
Description of
Problem
The player can sprint through
the locked door without the
key.
Severity Low
Type of Problem QA
Reproduction of
Problem
Run to, the through, the door.
Issues | Andrew
Level 8
Description of
Problem
Once again the player is easily
able to leave the designated
player area.
Severity Low
Type of Problem QA
Reproduction of
Problem
Walk off the map without using
the terminal.
Issues | Dylan
Level 1
Description of
Problem
There is no in game tutorial or
option to learn how to play in
the main menu.
Severity Critical
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Add some sort of tutorial in
order to allow players to
actually learn how to play. If
players don’t know what they
are doing in the first level, they
won’t be able to play the game
Issues | Dylan
Level 2
Description of
Problem
The Avatar disappeared and the
game continued to play as if the
avatar was still present. I’m not
entirely sure how I broke the
game but it may happen again.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Like I said, I have no idea how I
broke it so I have no idea how
to fix it. I am assuming it’s a
coding problem But I could be
wrong.
Issues | Dylan
Level 3
Description of
Problem
Players can bypass doors by
sprinting “over” them.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Either remove the sprint button
or find and fix the problem
where it lives within the code.
Issues | Dylan
Level 4
Description of
Problem
Players can hug the wall in
order to avoid the balls of light
that will kill them.
Severity low
Type of Problem Gameplay
Reproduction of
Problem/Solutions
The balls of light should be
slower, smaller and closer to
the wall in order to make a
puzzle that players will be able
to pass and that they will not be
able to cheat their way through.
Issues | Dylan
Level 5
Description of
Problem
When a player clicks on an
arrow, the room doesn’t move.
This is a constant throughout
the game but the player has to
find that “Sweet spot” in order
to make the room move
Severity Critical
Type of Problem Gameplay
Reproduction of
Problem/Solutions
This whole feature needs an
overhaul. Not only this, but the
main menu also has the
problem of the player having to
move the cursor to the left in
order for the game to register
where the player is trying to
click
Issues | Dylan
Level 6
Description of
Problem
Level 6 is incomplete. There is
no way for the player to
advance after they reach this
point
Severity Critical
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Add some way for the player to
finish the level. Or at least if
there is, make it easier to see
because I was not able to find
it.
Issues | Dylan
Level 7
Description of
Problem
When the player’s avatar runs
into an enemy, the enemy turns
into a white square.
Severity Medium
Type of Problem Gameplay
Reproduction of
Problem/Solutions
Fix the problem in the coding.
Issues | Dylan
Level 8
Description of Problem
Much like the rest of the game, it is
extremely difficult to move rooms
while at the terminal, additionally, if
you are able to move a room, the
sprites that were in that room are
now stuck in the same place that
they were in before.
Severity Low
Type of Problem QA
Reproduction of
Problem/Solutions
Dumb down the quality a little while
in the terminal. This should help
make sure all the sprites move with
the room, if they are in the room
while in terminal view at all
Issues |
Sarah
All
Levels
Description of
Problem
Avatar is sometimes able to
walk through doors. This issue
is present throughout the
game.
Severity Critical
Type of Problem QA Issue
Reproduction of
Problem
Walk your avatar at the door
until you manage to pass
through it. This issue occurs
more quickly when using the
sprint button.
Issues |
Sarah
All
Levels
Description of
Problem
Health bar/UI is frequently not
fully displayed on screen. This
prevents the player from seeing
which keys they currently have
in their inventory.
Severity Medium
Type of Problem QA/Gameplay Issue
Reproduction of
Problem/Solution
Restart levels until health bar
mispositions. In order to fix this,
anchor the health bar/UI to the
edge of the screen to prevent it
from wandering out.
Issues | Sarah
Level 1
Description of
Problem
Players are able to walk out of
the first room and onto the
“background” of the level. After
going too far, the player “dies”
and is reset to the beginning of
the level. Occasionally on reset,
the player appears to spawn
under the level and is then able
to move all over the level
regardless of walls.
Severity Medium
Type of Problem QA Issue
Reproduction of
Problem
Walk the avatar out of the first
room without using the
terminal to move additional
rooms down. During my testing,
I was able to reproduce this
issue approximately one tenth
of the time. A suggestion for
avoiding the issue: make
doorways impassable if there is
no adjoining room.
Player
Issues | Sarah
Level 2
Description of
Problem
The green door continuously
flickers open and closed once
its button is activated.
Severity Low
Type of Problem QA Issue
Reproduction of
Problem
Activate the pressure plate that
opens the green door. This
might be an issue with the
collision detection for the
pressure plate.
Issues | Sarah
Level 3
Description of
Problem
Player is abruptly teleported to
the next level when they
approach the green lady.
Severity Medium
Type of Problem Gameplay Issue
Solutions
The encounters with the green
lady should include dialogue
about the story and plot of the
game. This would provide
interest to the player and
motivation to explain why we
are solving these puzzles.
Issues | Sarah
Level 4
Description of
Problem
Radiation clouds move too
quickly and are an instant kill.
Severity Medium
Type of Problem QA/Gameplay Issue
Reproduction of
Problem/Solutions
I am unsure whether the
radiation clouds are working as
intended therefore I double
classified this one. No steps
needed to reproduce, simply
load up a level with the
radiation clouds in it.
Otherwise, I would recommend
slowing the clouds down and
lowering their damage.
Issues | Sarah
Level 5
Description of
Problem
There is no box to place on this
pressure plate.
Severity Critical
Type of Problem Gameplay
Solutions
This pressure plate requires a
box placed on it to hold it open
in order to collect the yellow
key. There is no box present on
this level. Upon reading the
provided build notes, I noticed
that the enemies, once frozen,
are supposed to be moveable.
However, I could not manage to
move any of them at all, much
less onto this pressure plate.
Issues | Sarah
Level 6
Description of
Problem
This level is uncompletable or
the method forward is unclear.
Severity Critical
Type of Problem Gameplay
Solutions
I am assuming that this level is
currently unfinished. If there is
a way forward that I am missing
then there needs to be some
hint included in the level to
point players in the right
direction.
Issues | Sarah
Level 7
Description of
Problem
Terminal is not needed to
complete the level.
Severity Low
Type of Problem Gameplay
Solutions
Rearrange room tiles in order to
make the terminal mandatory.
OR remove terminal from this
level. Furthermore, (QA issue)
moving any of the room tiles
causes them to disappear and
renders the level unplayable.
Issues | Sarah
Level 8
Description of
Problem
Pressure plate very finicky, has
a hard time registering that a
box has been placed on it.
Additionally, placing the box on
this platform is extremely
difficult!
Severity Critical
Type of Problem QA/Gameplay Issue
Reproduction of
Problem/Solution
Attempt to place box on
pressure plate. The door
governed by this plate
frequently does not open. This
is likely an issue with the
collision detector for the
pressure plate/box. Consider
making boxes “snap” to
pressure plates in order to
avoid situations like this one.
Data Collection
Level 1 Time to Complete Deaths Restarts Terminal Uses
Jesse 1:03 0 0 1
Mason 0:25 0 0 1
Andrew 0:28 0 3 1
Dylan 1:15 0 0 1
Sarah 0:45 0 1 1
Data Collection
Level 2 Time to Complete Deaths Restarts Terminal Uses
Jesse 3:19 4 4 2
Mason 1:20 0 1 3
Andrew 0:32 0 0 1
Dylan 1:00 0 0 0
Sarah 1:12 0 0 1
Data Collection
Level 3 Time to Complete Deaths Restarts Terminal Uses
Jesse 3:38 0 2 4
Mason 1:15 1 0 1
Andrew 1:09 0 0 1
Dylan 4:26 0 3 3
Sarah 1:32 0 0 1
Data Collection
Level 4 Time to Complete Deaths Restarts Terminal Uses
Jesse 8:29 2 3 9
Mason 5:35 1 1 3
Andrew 10:53 1 4 12
Dylan 6:53 - this was about the time that I
gave up because I was only able to
make one room move
0 5 8
Sarah 6:02 3 0 7
Data Collection
Level 5 Time to Complete Deaths Restarts Terminal Uses
Jesse 16:18 0 5 11
Mason 8:24 0 2 3
Andrew 13:22 0 6 8
Dylan n/a - was not able to get any of
the rooms to move.
0 9 9
Sarah 12:02 0 4 6
Data Collection
Level 6 Time to Complete Deaths Restarts Terminal Uses
Jesse unable to complete
n/a 10 no terminal
Mason unable to complete
n/a 0 no terminal
Andrew unable to complete
n/a 3 no terminal
Dylan unable to complete
n/a 0 no terminal
Sarah unable to complete n/a 4 no terminal
Data Collection
Level 7 Time to Complete Deaths Restarts Terminal Uses
Jesse 6:02 2 1 2
Mason 6:15 1 0 2
Andrew 9:13 3 0 2
Dylan 8:41 1 1 1
Sarah 6:49 0 0 0
Data Collection
Level 8 Time to Complete Deaths Restarts Terminal Uses
Jesse 2:24 4 0 8
Mason n/a - Unable to complete level 1 7 2
Andrew 5:34 1 0 17
Dylan n/a - was only able to make one
room move
0 a lot a lot
Sarah 7:48 0 3 14
Appendix | Flowchart
Appendix | References
Team Access. (2015). Access [Video game]. (2015). Winter Park, FL: Full Sail University.

Team oflegends usabilitytestplan_0915

  • 1.
    Usability Test Plan JesseTurner Mason Whitley Andrew Wilson Dylan Wirth Sarah Woizeschke Access
  • 2.
    Executive Summary This weekwe are conducting usability tests with casual gamers. Our objective is to assist Team Access with locating usability issues within their game. We will specifically be analysing usability issues in relation to levels four, five, and seven. Our initial testing on level four revealed an issue concerning the player dying before collecting the yellow key. Our initial testing on level five revealed an issue concerning players being unable to complete the objective due to an unclear understanding of game mechanics. Our initial testing on level seven revealed that not only was the terminal superfluous, but if it was used, frequently made the level unplayable by hiding the room tiles from the player. We will be conducting playtesting next week to further explore these issues and validate our findings.
  • 3.
    Testing Methodology | Whatis your gender? | Male | Female | Other (please list) | How old are you? | 0-6 | 7-12 | 13-18 | 19-24 | 25-30 | 31-36 | 37+ | What is your ethnicity? | Caucasian | Hispanic | African American | Native American/Alaskan Native/Hawaiian | Asian American | Other (please list) | What is your current employment status? | Unemployed | Student | Part-Time (less than 20 hours) | Full-Time (20+ hours) | Other (please list) | On average, how many times do you play video games per week? For the purpose of this question, “video games” includes major console games (Xbox One, PS4, Wii, etc.), handheld console games (Nintendo 3DS, PS Vita, Wii U, etc.), Computer games, Social games (Facebook, etc.), and mobile games (iOS, Android, etc.). | Not at all | 0-5 hours | 6-10 hours | 11-15 hours | 15-20 hours | 20+ hours | Demographic Questions
  • 4.
    Testing Methodology | 1.What kind of game do you think you will be playing according to the title screen? 2. What is your opinion of the title screen music? 3. Would you be willing to purchase this game based solely on the title screen? Impression Questions
  • 5.
    Testing Methodology | Level1: 1.) What do you think of the platform movement mechanic? 2.) What are your impressions of the terminal system after your first encounter with it? Level 2: 1.) Did the instructional text help you proceed through the level? Would you modify it if you could and what would it say? 2.) What did you like or dislike about the number puzzle that opened the door to the end of the level? Level 3: 1.) What did you think about the box moving mechanic? 2.) Do you feel that the terminal mechanic was effectively used in this level? If you could make changes to it what would you change? Or would you leave it as is? Level 4: 1.) What do you think of the health system in this game? 2.) How did you feel about the size of this level compared to previous levels? Exploratory Questions
  • 6.
    Testing Methodology | Level5: 1.) Which feature makes this game more interesting - the puzzles or the enemies? Why? 2.) Were you able to open the door to the key? Do you think the instructions given for this level are adequate? Explain your answer. Level 6: 1.) What did you think about the environment of this level compared to the previous levels? 2.) What do you think the significance of the building titled “Lucania” is? Level 7: 1.) Would you change the way the terminal is utilized in this level? If so, what would you do differently? 2.) What is your opinion of the key collection mechanic? Level 8: 1.) How do you feel about how the terminal system was used for this level? 2.) What was your impression of the new mechanic (spinning disks) on this level? Exploratory Questions
  • 7.
    Initial Testing Feedback Hypothesis1: On Level 4, if the player dies before collecting the yellow key, they will be unable to complete the level. On level four there is currently a respawn system in place that spawns the player outside of the yellow gate by the terminal. If the player dies before collecting the yellow key in the first room of the level, they’ll be unable to open the yellow gate in order to return to the first room and retrieve it. This will force the player to restart the level. (See slide 19) Hypothesis 2: On Level 5, if all monsters are turned to stone and the pressure plate isn’t activated, the player will be unable to complete the level. On level five there is a pressure plate that must be activated in order to complete the level. The only object in this level that will activate it are the enemies after they’ve been turned to stone. However, if the player turns all the enemies to stone without one of them activating the pressure plate, then the level cannot be completed and the player is forced to restart the level. (See slide 20) Hypothesis 3: On Level 7, if the player moves the room tiles, they will be unable to complete the level. Level five is set up in a way that already gives the player a straight path to reach the goal if they collect the keys in the proper order. Additionally, there is an issue whereas upon moving the rooms, they disappear, thus rendering the level unplayable. If the player decides to use the terminal to shift the rooms around, they will be unable to complete the level. (See slide 22)
  • 8.
    Issues | Jesse Level1 Description of Problem There is no collision or death area if you go backwards to the start of the level. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions By adding a death area around the platforms so if the player escapes, they will die and respawn.
  • 9.
    Issues | Jesse Level2 Description of Problem When you die by falling/getting out of the map, you will respawn in a blank space where you wouldn't be able to move. You will need to restart the level to be able to make it playable again. There is also a passageway near the door where you would be able to sprint through it and wouldn't need to use the door. In this case you can skip the whole level. Severity Critical Type of Problem GamePlay Reproduction of Problem/Solutions Adding a collision against the platforms walls so the player couldn’t get through them.
  • 10.
    Issues | Jesse Level3 Description of Problem You can be able to sprint through the door to get past it without getting the key. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions Making the doors fit perfectly so there wouldn’t be a small opening and making the door collision the same as the wall.
  • 11.
    Issues | Jesse Level4 Description of Problem If you were to die without getting the first key, you will be unable to finish the level. You will respawn to the next room beside you locking yourself in because you didn't pick up the first "gold key". Severity Critical Type of Problem Gameplay Reproduction of Problem/Solutions Making the respawn point right to the start of the level instead of the next room.
  • 12.
    Issues | Jesse Level5 Description of Problem There is no hud display on this level so you will be confused on how much health you have and what items you're carrying. Also the monster are able to move through platforms/walls to attack you. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions Remapping the hud to make the GUI appear again and make the collision work with the monster.
  • 13.
    Issues | Jesse Level6 Description of Problem When you first get into the level, you will need to move the box on the button to be able to move to the second platform. After you succeed, there is no object to complete this level. You will be stuck in in between platforms because there is no possible way to continue through the level Severity Critical Type of Problem Gameplay Reproduction of Problem/Solutions Putting a terminal in the second room so you could finish the level.
  • 14.
    Issues | Jesse Level7 Description of Problem When moving the platforms around, you will be able to move them out of the map so you wouldn't be able to see them. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions Making the platforms move only horizontal in the open space and make the walls on the platform with colliders so you wouldn’t be able to move out of position.
  • 15.
    Issues | Jesse Level8 Description of Problem On this level, you're able to customize your character health bar by clicking and moving left or right. This will make you gain life or limit your actions while playing. Severity Critical Type of Problem Gameplay Reproduction of Problem/Solutions Not letting the user customize their health because it will break the game and make yourself unstoppable.
  • 16.
    Issues | Mason Level1 Description of Problem If the player runs at the wall the player can get stuck inside the walls. Severity Medium Type of Problem Gameplay Solutions Fix the collision area on the walls so the player won’t accidentally get stuck inside them.
  • 17.
    Issues | Mason Level2 Description of Problem The player can walk through the yellow door without having to use the key. Severity Medium Type of Problem Gameplay Solutions Fix the collision on the door so that the player can’t just run through it without having to open it with the yellow key.
  • 18.
    Issues | Mason Level3 Description of Problem The player is able to maneuver the rooms in this level until they can barely be seen at the top of the map. There isn’t a purpose to this because only one vertical move is required to finish the level. Severity Low Type of Problem Gameplay Solutions Either bring the view of the level out a bit so the player can see everything at all times, or condense the area that the rooms can be moved around in.
  • 19.
    Issues | Mason Level4 Description of Problem If the player dies before collecting the yellow key, the player is transported to a checkpoint outside the yellow gate. This makes it impossible to go and retrieve the key which is required to complete the level. Severity Critical Type of Problem Gameplay Solutions Reset the respawn point to the cell the player starts the level in to avoid this issue.
  • 20.
    Issues | Mason Level5 Description of Problem Up until this level the player uses boxes to activate tiles for doors. However, during this level the player has to lure an enemy onto the tile and get it to turn to stone. There are no instructions explaining this to the player. Severity Low Type of Problem Gameplay Solutions This problem can be easily solved by adding a line of text explaining that enemies can be used to activate tiles.
  • 21.
    Issues | Mason Level6 Description of Problem There is no way to complete level six. Severity Critical Type of Problem Gameplay Solutions Finish level six.
  • 22.
    Issues | Mason Level7 Description of Problem In this level each room can be maneuvered from the terminal room until they’re completely invisible to the player. This could cause confusion for the player. Severity Low Type of Problem Gameplay Solutions This issue can be solved by condensing the puzzle area, or by making the area more visible to the player so they can see what they’re doing.
  • 23.
    Issues | Mason Level8 Description of Problem The player isn’t informed about what the tiles activate in this level. Severity Medium Type of Problem Gameplay Solutions This problem can be fixed by adding a line of text that explains what the player activated. This will particularly help this level because of the size of it.
  • 24.
    Issues | Andrew Level1 Description of Problem The player is easily able to leave the player area out of the first ‘room’. Severity Low Type of Problem QA Reproduction of Problem To do this the player needs to simply walk out of the designated player area without using the terminal first.
  • 25.
    Issues | Andrew Level2 Description of Problem Wall lagg into a missing player. If you walk directly into the far wall in the first room the player laggs into the spawn area but is not visible and cannot be moved. Severity Low Type of Problem QA Reproduction of Problem Walk into the far wall.
  • 26.
    Issues | Andrew Level3 Description of Problem Door issue. If the player sprints through the doorway, there is no need for the key. Severity Medium Type of Problem QA Reproduction of Problem Sprint into the door.
  • 27.
    Issues | Andrew Level4 Description of Problem Sprinting through doors once again allows you to pass through them without opening them or getting a key to open them. Severity Low Type of Problem QA Reproduction of Problem Sprint to and then through the door.
  • 28.
    Issues | Andrew Level5 Description of Problem Whenever using the terminal to adjust the map, some things are left behind. Severity Low Type of Problem QA Reproduction of Problem Access the map then start moving the blocks.
  • 29.
    Issues | Andrew Level6 Description of Problem Whenever the player clicks their health bar they can adjust it to whatever they want. However, upon dying by adjusting the health bar, the player “respawns” invisible. Severity Low Type of Problem QA Reproduction of Problem Do as described above.
  • 30.
    Issues | Andrew Level7 Description of Problem The player can sprint through the locked door without the key. Severity Low Type of Problem QA Reproduction of Problem Run to, the through, the door.
  • 31.
    Issues | Andrew Level8 Description of Problem Once again the player is easily able to leave the designated player area. Severity Low Type of Problem QA Reproduction of Problem Walk off the map without using the terminal.
  • 32.
    Issues | Dylan Level1 Description of Problem There is no in game tutorial or option to learn how to play in the main menu. Severity Critical Type of Problem Gameplay Reproduction of Problem/Solutions Add some sort of tutorial in order to allow players to actually learn how to play. If players don’t know what they are doing in the first level, they won’t be able to play the game
  • 33.
    Issues | Dylan Level2 Description of Problem The Avatar disappeared and the game continued to play as if the avatar was still present. I’m not entirely sure how I broke the game but it may happen again. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions Like I said, I have no idea how I broke it so I have no idea how to fix it. I am assuming it’s a coding problem But I could be wrong.
  • 34.
    Issues | Dylan Level3 Description of Problem Players can bypass doors by sprinting “over” them. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions Either remove the sprint button or find and fix the problem where it lives within the code.
  • 35.
    Issues | Dylan Level4 Description of Problem Players can hug the wall in order to avoid the balls of light that will kill them. Severity low Type of Problem Gameplay Reproduction of Problem/Solutions The balls of light should be slower, smaller and closer to the wall in order to make a puzzle that players will be able to pass and that they will not be able to cheat their way through.
  • 36.
    Issues | Dylan Level5 Description of Problem When a player clicks on an arrow, the room doesn’t move. This is a constant throughout the game but the player has to find that “Sweet spot” in order to make the room move Severity Critical Type of Problem Gameplay Reproduction of Problem/Solutions This whole feature needs an overhaul. Not only this, but the main menu also has the problem of the player having to move the cursor to the left in order for the game to register where the player is trying to click
  • 37.
    Issues | Dylan Level6 Description of Problem Level 6 is incomplete. There is no way for the player to advance after they reach this point Severity Critical Type of Problem Gameplay Reproduction of Problem/Solutions Add some way for the player to finish the level. Or at least if there is, make it easier to see because I was not able to find it.
  • 38.
    Issues | Dylan Level7 Description of Problem When the player’s avatar runs into an enemy, the enemy turns into a white square. Severity Medium Type of Problem Gameplay Reproduction of Problem/Solutions Fix the problem in the coding.
  • 39.
    Issues | Dylan Level8 Description of Problem Much like the rest of the game, it is extremely difficult to move rooms while at the terminal, additionally, if you are able to move a room, the sprites that were in that room are now stuck in the same place that they were in before. Severity Low Type of Problem QA Reproduction of Problem/Solutions Dumb down the quality a little while in the terminal. This should help make sure all the sprites move with the room, if they are in the room while in terminal view at all
  • 40.
    Issues | Sarah All Levels Description of Problem Avataris sometimes able to walk through doors. This issue is present throughout the game. Severity Critical Type of Problem QA Issue Reproduction of Problem Walk your avatar at the door until you manage to pass through it. This issue occurs more quickly when using the sprint button.
  • 41.
    Issues | Sarah All Levels Description of Problem Healthbar/UI is frequently not fully displayed on screen. This prevents the player from seeing which keys they currently have in their inventory. Severity Medium Type of Problem QA/Gameplay Issue Reproduction of Problem/Solution Restart levels until health bar mispositions. In order to fix this, anchor the health bar/UI to the edge of the screen to prevent it from wandering out.
  • 42.
    Issues | Sarah Level1 Description of Problem Players are able to walk out of the first room and onto the “background” of the level. After going too far, the player “dies” and is reset to the beginning of the level. Occasionally on reset, the player appears to spawn under the level and is then able to move all over the level regardless of walls. Severity Medium Type of Problem QA Issue Reproduction of Problem Walk the avatar out of the first room without using the terminal to move additional rooms down. During my testing, I was able to reproduce this issue approximately one tenth of the time. A suggestion for avoiding the issue: make doorways impassable if there is no adjoining room. Player
  • 43.
    Issues | Sarah Level2 Description of Problem The green door continuously flickers open and closed once its button is activated. Severity Low Type of Problem QA Issue Reproduction of Problem Activate the pressure plate that opens the green door. This might be an issue with the collision detection for the pressure plate.
  • 44.
    Issues | Sarah Level3 Description of Problem Player is abruptly teleported to the next level when they approach the green lady. Severity Medium Type of Problem Gameplay Issue Solutions The encounters with the green lady should include dialogue about the story and plot of the game. This would provide interest to the player and motivation to explain why we are solving these puzzles.
  • 45.
    Issues | Sarah Level4 Description of Problem Radiation clouds move too quickly and are an instant kill. Severity Medium Type of Problem QA/Gameplay Issue Reproduction of Problem/Solutions I am unsure whether the radiation clouds are working as intended therefore I double classified this one. No steps needed to reproduce, simply load up a level with the radiation clouds in it. Otherwise, I would recommend slowing the clouds down and lowering their damage.
  • 46.
    Issues | Sarah Level5 Description of Problem There is no box to place on this pressure plate. Severity Critical Type of Problem Gameplay Solutions This pressure plate requires a box placed on it to hold it open in order to collect the yellow key. There is no box present on this level. Upon reading the provided build notes, I noticed that the enemies, once frozen, are supposed to be moveable. However, I could not manage to move any of them at all, much less onto this pressure plate.
  • 47.
    Issues | Sarah Level6 Description of Problem This level is uncompletable or the method forward is unclear. Severity Critical Type of Problem Gameplay Solutions I am assuming that this level is currently unfinished. If there is a way forward that I am missing then there needs to be some hint included in the level to point players in the right direction.
  • 48.
    Issues | Sarah Level7 Description of Problem Terminal is not needed to complete the level. Severity Low Type of Problem Gameplay Solutions Rearrange room tiles in order to make the terminal mandatory. OR remove terminal from this level. Furthermore, (QA issue) moving any of the room tiles causes them to disappear and renders the level unplayable.
  • 49.
    Issues | Sarah Level8 Description of Problem Pressure plate very finicky, has a hard time registering that a box has been placed on it. Additionally, placing the box on this platform is extremely difficult! Severity Critical Type of Problem QA/Gameplay Issue Reproduction of Problem/Solution Attempt to place box on pressure plate. The door governed by this plate frequently does not open. This is likely an issue with the collision detector for the pressure plate/box. Consider making boxes “snap” to pressure plates in order to avoid situations like this one.
  • 50.
    Data Collection Level 1Time to Complete Deaths Restarts Terminal Uses Jesse 1:03 0 0 1 Mason 0:25 0 0 1 Andrew 0:28 0 3 1 Dylan 1:15 0 0 1 Sarah 0:45 0 1 1
  • 51.
    Data Collection Level 2Time to Complete Deaths Restarts Terminal Uses Jesse 3:19 4 4 2 Mason 1:20 0 1 3 Andrew 0:32 0 0 1 Dylan 1:00 0 0 0 Sarah 1:12 0 0 1
  • 52.
    Data Collection Level 3Time to Complete Deaths Restarts Terminal Uses Jesse 3:38 0 2 4 Mason 1:15 1 0 1 Andrew 1:09 0 0 1 Dylan 4:26 0 3 3 Sarah 1:32 0 0 1
  • 53.
    Data Collection Level 4Time to Complete Deaths Restarts Terminal Uses Jesse 8:29 2 3 9 Mason 5:35 1 1 3 Andrew 10:53 1 4 12 Dylan 6:53 - this was about the time that I gave up because I was only able to make one room move 0 5 8 Sarah 6:02 3 0 7
  • 54.
    Data Collection Level 5Time to Complete Deaths Restarts Terminal Uses Jesse 16:18 0 5 11 Mason 8:24 0 2 3 Andrew 13:22 0 6 8 Dylan n/a - was not able to get any of the rooms to move. 0 9 9 Sarah 12:02 0 4 6
  • 55.
    Data Collection Level 6Time to Complete Deaths Restarts Terminal Uses Jesse unable to complete n/a 10 no terminal Mason unable to complete n/a 0 no terminal Andrew unable to complete n/a 3 no terminal Dylan unable to complete n/a 0 no terminal Sarah unable to complete n/a 4 no terminal
  • 56.
    Data Collection Level 7Time to Complete Deaths Restarts Terminal Uses Jesse 6:02 2 1 2 Mason 6:15 1 0 2 Andrew 9:13 3 0 2 Dylan 8:41 1 1 1 Sarah 6:49 0 0 0
  • 57.
    Data Collection Level 8Time to Complete Deaths Restarts Terminal Uses Jesse 2:24 4 0 8 Mason n/a - Unable to complete level 1 7 2 Andrew 5:34 1 0 17 Dylan n/a - was only able to make one room move 0 a lot a lot Sarah 7:48 0 3 14
  • 58.
  • 59.
    Appendix | References TeamAccess. (2015). Access [Video game]. (2015). Winter Park, FL: Full Sail University.

Editor's Notes

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