During Week Ten we prepared designs for the final levels of the game. These levels were in line with the complexity metrics we established during Week 9.
During this process we also documented our puzzles, and their solutions. This document would not only help recreate these puzzles during development, but could be handed off to teachers as a supporting document.
Meanwhile we began preparation for The Entertainment Technology Centers playtest day. This would involve members of our target demographic visiting our project rooms to playtest our game. For this day we came up with a number of questions to ask our playtesters as well as prepared video and screen recording equipment to capture gameplay footage.
On Playtest day we had five groups of playtesters. Each group played the game for approximately fifteen minutes. We then conducted a short interview with them, and found several good insights such as:
- They really enjoyed the game, we never had a case of a bored playtester
- Even when playtesters got stuck they cried out for help, and we had cases of playtesters working together to solve puzzles
- The protractor tool was useful, but since there was no clear tutorial playtesters found it by mistake
- Playtesters liked the art, music as well as the treasures we would reward them with
- Playtesters didn’t object to the main character, but found certain animations weird