I decided that the best thing that we would to create our own survey around our game. I managed to do this on the website SurveyMonky.com, which was extremely helpful as it was easy to navigate.
I copied the feedback sheets into word and in turned copied the results here.
Milestone 2 – Feedback
Feedback Sheets
Pros
⦁ Feels good to play, cross hair reacts nicely.
⦁ Timer and enemy A.I adds decent urgency.
⦁ Professional interface and gameplay – Gun pickup and reload time is great.
⦁ Blood explosion is satisfying.
⦁ Bullet time.
⦁ Wall Walk.
Cons
⦁ Was not clear on button mapping in game (could have U.I in the options menu which indicates what the controls are e.g an image of a keyboard with the controls highlighted).
⦁ End game crotched, still crouched on reload (this is a control issue, he was stuck in crouched position).
⦁ Expected reload on “X”, slow-mo too powerful – Please Nerf (We need to put a bar in the game which limits the amount you can slow-mo, with it filling up the more kills you get, also we need to think of having two different controls schemes for the Xbox controller, most people aren’t used to the tournament scheme).
⦁ Lacking story and main objective (The level design has to be complete first, but in the meantime, we should think about projecting our story of the F.C.S into the game).
⦁ Alternative options to attacking such as melee or kick mode perhaps (This was a common theme, people were getting close to the enemies and wanted to deal some damage while they are reloading).
⦁ Not looking through gun scope (This is something that we can deal with if we chose to, looking down the scope is not as important in a fast pace shooter, think DOOM or Overwatch).
⦁ Not as challenging (The level of health that the player had was increased before the feedback session started, just need to lower it back to its original levels, also need to think about making the other difficulties different).
⦁ U.I for weapon pick up (This is something which I feel is important that we add into the game, so that the player can see what weapons they are going to pick up).
⦁ The weapon that you choose at the beginning will stick with you throughout the game (randomize) (The enemies will need to have a variety of guns, so that the player can pick up and try a variety of different weapons).
⦁ Recoil/Burst (This was an issue in which they were no/little recoil to some guns, making them super accurate).
Once the feedback sheets had been filled, we asked the players if they could fill in the survey that I had created. The website was fantastic, as when it come to answering the questions, the results were neatly laid out at the end, which was easy for me to copy onto a word document and hand them out among my team. These survey's were all anonymous as well, meaning that the player didnt need to be dishonest about the game.
Results of Survey
![]() |
| I created a Survey on Survey Monkey to gather Extra research. |
⦁ fast, fluid
⦁ no butt in face.. or fu*king toast floor slide very cool
⦁ Fluid and quick. Didn't feel clunky or difficult.
⦁ Very fluid, smooth realistic animation and raises the adrenaline levels... In a good way.
⦁ Fluid movement, concise and flowing. Wallriding can be somewhat improved but mostly very well done.
⦁ Fun and fluid, though wall running didn't feel as satisfying
⦁ The flow and layout of the environment feels right with the character speed and combat.
⦁ Felt smooth and fluid
⦁ Movement felt very fluid, only let down by a not very standard button lay out.
Q2. What was your opinion on the Art style?
⦁ Sexy, love the neon
⦁ lush bright colours but NPCs need further dev: in both look and form
⦁ Strong visual style and great lighting
⦁ Fits the game well,but would like to see more poster reference that fit the era / scene though.
⦁ Very appealing, lots of blues and pinks. Perhaps incorporate these on the weapons also!
⦁ Nice, reflects the inspirations well.
⦁ Great setting, playing on all the 80's futurism styles.
⦁ Color pallete very striking and pleasing
⦁ I enjoyed it, it set's the tone rather well, I felt as though I was in a neon environment, which I think was your goal.
Q3. How long did it take you to progress to the end of the level?
⦁ 2 Mins
⦁ too long I was having too much fun
⦁ 5 minutes?
⦁ I tried it on 'Hardcore' setting to begin with, and it made me play slightly slower. This might be due standing behind objects more then I probably would on an easier setting.
⦁ First run, about 4 minutes. Afterwards, around 90 seconds.
⦁ ~5 minutes
⦁ The time to progress from the start near the lifts to the end of the build felt right.
⦁ erm... not long
⦁ Not too long, but it was fun to reach. I accomplished the goal of the game though.
Q4. Did you find the level challenging?
⦁ Yes, used slow mo to nail it.
⦁ not enough, player spikes need tweaking (see below) and in need of additional assets- rubber plants - to shoot and hide behind.
⦁ A good level of challenge for my lack of skillz.
⦁ For 'Hardcore' mode I expected to be overly bombarded by a number of foes, yet they are sneaky and they do come at you from all directions.
⦁ Definitely. Use of cover was encouraged and felt like an apt challenge.
⦁ Yes, the fast paced gameplay was satisfying and deeply replayable. Wish there were more
⦁ The speed of the player around the environment and reload times felt right but the enemies were very rigid in character.
⦁ Difficulty could definitely be amped up, never felt like i was in trouble, running out of time or close to dying
⦁ fairly, although the slow-down was a bit too powerful, give it a timer?
Q5. What did you think of the level layout?
⦁ Nice and simple, allowed me to concentrate on combat
⦁ good, like a shopping centre but could do with further narrowing in places i.e. a stair well to a second area. Shoot your way through the stairwell to the carpark
⦁ Good progression through the level. Nice areas with unique ways to move around in each one. Didn't feel too much like straight corridors etc.
⦁ Very sleek, smooth and sexy. Would like some more props to duck behind, but then with the abilities the player character can do, this might not be necessary.
⦁ Progressed well, corridors led player to next area without much trouble. Initial spawn was a little odd facing the elevator but this is a small criticism.
⦁ Good, though maybe a bit linear
⦁ The level flowed well with a typical mall layout but lacks character or 'life' at this stage.
⦁ could consider elevating parts to multiple height levels, but otherwise felt pretty vast
⦁ It was functional, I didn't really pay attention to it as I enjoyed killing too much.
Q6. Would you play this game again?
![]() |
| Result of the Yes/No Question. |
Q7. If you have any suggestions on how we can improve our game, please let us know
⦁ Dual Wield, Bar for Slow Time, Possible UI arrow pointing to direction to travel, Weapon Melee, Possible left hand melee or side weapon/knife etc, Possible 360 spin on a wall jump (neo style), more indication enemies add time, grenade attachment to a gun
⦁ sort out the sea shells!
⦁ More guns, more blood.
⦁ Some female characters maybe, but that's because I like to see more women in games.
⦁ *needs more vape bruh* Head-shot multipliers for machine pistol and assault rifle might need to be reduced as they feel OP. Pistols seem most balanced, shotgun's effective range might need to be increased.
⦁ Desert Eagle OP pls nerf
⦁ Adding foliage and small props to the mall's surrounding will add realism plus make it worth playing again/to explore etc.
⦁ Add UI to better highlight which weapon you are about to pick up
There was some great feedback that managed to get back from people playing the game. It was very interesting to see other peoples play styles and how difficult we found it. This feedback was extremely helpful to our game designer, who now understood what the game was missing and how we could improve upon it.


No comments:
Post a Comment