Friday, 13 April 2012

Post-protottype test.

We did some paper based prototype testing of the puzzles today. It was clearly quite good that we did this as we got some good insight on whether or not they actually work etc.

We found with puzzle one that the navigationy part was a bit too easy, so we're going back to the rotating platform being a windmill. This puzzle is supposed to be a skill challenge after all. It also seems like the two npcs would indeed be great to have there, and would really make the puzzle better.

In the second puzzle, the logics one, we found that we need to clarify a few things, such as a sign stating how the lower four trapdoors need to be opened in order for the fifth one to open, making the box fall down. The three people who tested for us, finished in 1.5min, 2.5min and 4 minutes, so we need to look at that when deciding on time limit.

The third puzzle was the most discussed one. It seems to work fairly well, but there was a problem where you can get stuck if the wrong levers are activated and you go forward. Instead of redesigning the puzzle, we will add an electrical hazard that activates when this wrong combination is used, which will effectivly halt your path. To deactivate it, the levers need to be activated in the correct order. This will combine aspects of both the logic and the navigational puzzle, which makes sense as it's our final puzzle.

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