Mimpi Dreams (Playtest von Boobies On The Rise): Unterschied zwischen den Versionen

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!Frage!!Statement!!Durchschnittlicher Wert
!Frage!!Statement!!Durchschnittlicher Wert
|-
|-
|1||I felt content||2
|1||I felt content||3,2
|-
|-
|2||I felt skilful||0,0
|2||I felt skilful||3
|-
|-
|3||I was interested in the game's story||0,0
|3||I was interested in the game's story||3,4
|-
|-
|4||I thought it was fun||0,0
|4||I thought it was fun||3,6
|-
|-
|5||I was fully occupied with the game||0,0
|5||I was fully occupied with the game||3
|-
|-
|6||I felt happy||0,0
|6||I felt happy||3,6
|-
|-
|7||It gave me a bad mood||0,0
|7||It gave me a bad mood||0,0
|-
|-
|8||I thought about other things||0,0
|8||I thought about other things||0,2
|-
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|9||I found it tiresome||0,0
|9||I found it tiresome||0,0
|-
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|10||I felt competent||0,0
|10||I felt competent||2,5
|-
|-
|11||I thought it was hard||0,0
|11||I thought it was hard||1
|-
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|12||It was aesthetically pleasing||0,0
|12||It was aesthetically pleasing||3,6
|-
|-
|13||I forgot everything around me||0,0
|13||I forgot everything around me||1,6
|-
|-
|14||I felt good||0,0
|14||I felt good||3,4
|-
|-
|15||I was good at it||0,0
|15||I was good at it||3,2
|-
|-
|16||I felt bored||0,0
|16||I felt bored||0,0
|-
|-
|17||I felt successful||0,0
|17||I felt successful||3,2
|-
|-
|18||I felt imaginative||0,0
|18||I felt imaginative||2,4
|-
|-
|19||I felt that I could explore things||0,0
|19||I felt that I could explore things||2,4
|-
|-
|20||I enjoyed it||0,0
|20||I enjoyed it||3,8
|-
|-
|21||I was fast at reaching the game's targets||0,0
|21||I was fast at reaching the game's targets||2,6
|-
|-
|22||I felt annoyed||0,0
|22||I felt annoyed||0,75
|-
|-
|23||I felt pressured||0,0
|23||I felt pressured||0,4
|-
|-
|24||I felt irritable||0,0
|24||I felt irritable||0,2
|-
|-
|25||I lost track of time||0,0
|25||I lost track of time||1,8
|-
|-
|26||I felt challenged||0,0
|26||I felt challenged||1,8
|-
|-
|27||I found it impressive||0,0
|27||I found it impressive||3,4
|-
|-
|28||I was deeply concentrated in the game||0,0
|28||I was deeply concentrated in the game||2,4
|-
|-
|29||I felt frustrated||0,0
|29||I felt frustrated||0,0
|-
|-
|30||It felt like a rich experience||0,0
|30||It felt like a rich experience||2
|-
|-
|31||I lost connection with the outside world||0,0
|31||I lost connection with the outside world||0,2
|-
|-
|32||I felt time pressure||0,0
|32||I felt time pressure||0,0
|-
|-
|33||I had to put a lot of effort into it||0,0
|33||I had to put a lot of effort into it||0,8
|}
|}
===Auswertung der Komponenten===
===Auswertung der Komponenten===

Version vom 4. Juni 2023, 15:59 Uhr

Dies ist ein Playtest-Report des Teams Boobies On The Rise für das Fach Game Design Fundamentals.

Playtest-Details

Spiel: Mimpi Dreams (geben Sie das Spiel an, das getestet wurde. Wenn es bereits (von einer anderen Gruppe) analysiert wurde, auf die Seite verlinken)

Playtester: Six Shooter Squad, Errr Games (geben Sie hier an, aus welchem Team/welchen Teams die Playtester stammen)

Anzahl der durchgeführten Tests: 5 (geben sie an, wie viele Tests sie durchgeführt haben, >= Mitglieder im eigenen Team, damit jede*r einmal evaluiert hat)

Interview

Was hat den Spieler*innen gefallen?

Schönes Design

Wird alles erklärt

Rätsel mit Jump and Run verknüpft

Hund ist cute und schön

Abwechslungsreich

Man muss nachdenken

Steuerung lustig und simpel

Schöne Musik

Witzig

Puzzles sind sehr cool

Cool, dass man Bäume umtreten kann

Gegner sehen cool aus

Neue Kostüme

Was hat den Spieler*innen nicht gefallen?

Steuerung mit der Maus und Tasten gewöhnungsbedürftig

Bewegungen vom Hund nicht sehr smooth

Wenig erklärt

Verwirrend

Rätsel zu schwer

Unendliche Leben

Vorschläge für Verbesserungen

Anfangs erklären, dass man die Maus auch braucht

Blasen mit Zeichen drin waren verwirrend, Text wär besser

Movements vom Hund verbessern

Wenn man Sprinten könnte

Deutlich machen, dass man für Hinweise bezahlt

Bessere visuelle Verdeutlichung wenn man etwas geschafft hat

Man sollte auf Holz landen können

Game Experience Questionnaire Resultat

Die Tabelle zeigt die Mittelwerte des Game Experience Questionnaire, die bei den einzelnen Fragen in den Playtests erzielt wurden.

Frage Statement Durchschnittlicher Wert
1 I felt content 3,2
2 I felt skilful 3
3 I was interested in the game's story 3,4
4 I thought it was fun 3,6
5 I was fully occupied with the game 3
6 I felt happy 3,6
7 It gave me a bad mood 0,0
8 I thought about other things 0,2
9 I found it tiresome 0,0
10 I felt competent 2,5
11 I thought it was hard 1
12 It was aesthetically pleasing 3,6
13 I forgot everything around me 1,6
14 I felt good 3,4
15 I was good at it 3,2
16 I felt bored 0,0
17 I felt successful 3,2
18 I felt imaginative 2,4
19 I felt that I could explore things 2,4
20 I enjoyed it 3,8
21 I was fast at reaching the game's targets 2,6
22 I felt annoyed 0,75
23 I felt pressured 0,4
24 I felt irritable 0,2
25 I lost track of time 1,8
26 I felt challenged 1,8
27 I found it impressive 3,4
28 I was deeply concentrated in the game 2,4
29 I felt frustrated 0,0
30 It felt like a rich experience 2
31 I lost connection with the outside world 0,2
32 I felt time pressure 0,0
33 I had to put a lot of effort into it 0,8

Auswertung der Komponenten

Die 7 Komponenten des Game Experience Questionnaire weisen die folgenden Mittelwerte auf:

  • Competence (Fragen 2, 10, 15, 17 und 21): 0,0
  • Sensory and Imaginative Immersion (Fragen 3, 12, 18, 19, 27 und 30): 0,0
  • Flow (Fragen 5, 13, 25, 28 und 31): 0,0
  • Tension/Annoyance (Fragen 22, 24 und 29): 0,0
  • Challenge (Fragen 11, 23, 26, 32 und 33): 0,0
  • Negative affect (Fragen 7, 8, 9 und 16): 0,0
  • Positive affect (Fragen 1, 4, 6, 14 und 20): 0,0