Quality Assurance in Game Development - Matej Komar
Quality Assurance in Game Development - Matej Komar
Quality Assurance in Game Development - Matej Komar
FACULTY OF INFORMATICS
Master’s Thesis
Matej Komár
Brno, 2017
Declaration
I declare that I have worked on this thesis independently using only
the sources listed in the bibliography. All resources, sources, and
literature, which I used in preparing or I drew on them, I quote in the
thesis properly with stating the full reference to the source.
_____________________
Matej Komár
ii
ACKNOWLEDGEMENTS
I would like to thank to Mgr. Jiří Chmelík, Ph.D. for supervision,
willingness and help while working on my thesis. Also I would like
to thank to Reborn Interactive for opportunity to work and gain
experience in Quality Assurance field. Last and not least I would like
to thank to all my family and friends who supported me for the
whole duration of my studies.
iii
Resume
The aim of this work is to study and describe Quality Assurance.
Mostly specified in the game industy and introduce methods used in
this process. Afterwards use the knowledge of these method to
analyse chosen games with additional personal testing. Describe
stages of analysis and present the found results.
iv
Key words
Quality Assurance, Game Development, game evaluation, testing,
bug
v
Content
1 Introduction ........................................................................................... 3
2 Quality Assurance ................................................................................ 5
2.1. Software Quality Assurance ......................................................... 5
3 Quality Assurance in Game development ....................................... 7
3.1 Game development process........................................................... 7
3.2 Bug and Issues categorization ....................................................... 9
3.3 Testing............................................................................................. 11
3.3.1 External Quality Assurance .................................................. 12
3.3.2 Internal Quality Assurance ................................................... 12
3.3.3 QA Tester ................................................................................. 14
3.4 Skill Requirements for QA ........................................................... 16
3.4.1 Communication ...................................................................... 16
3.4.2 Understanding of game mechanics ..................................... 16
4 Evaluation techniques and principles ............................................ 19
4.1 Evaluation by Heuristics .............................................................. 19
4.1.1 Playability Heuristics ............................................................. 19
4.1.2 Heuristics Evaluation process .............................................. 21
4.2.1 PLEX framework ........................................................................ 21
4.2.2 PLEX framework Evaluation process .................................. 23
4.3.1 User Testing ................................................................................ 24
4.3.1 Selected User Testing process ............................................... 25
5 Game Analysis .................................................................................... 26
5.1 SurvivAnt ....................................................................................... 26
5.1.1 Heuristics Evaluation ............................................................. 26
5.1.2 PLEX ......................................................................................... 27
5.1.3 User Testing ............................................................................. 28
5.2 Blind Man’s Buff ............................................................................ 29
5.2.1 Heuristics Evaluation ............................................................. 29
5.2.2 PLEX ......................................................................................... 30
1
5.2.3 User Testing ............................................................................. 30
5.3 SwordMaster .................................................................................. 31
5.3.1 Heuristics Evaluation ............................................................. 31
5.3.2 PLEX ......................................................................................... 32
5.3.3 User Testing ............................................................................. 33
6 Conclusion ........................................................................................... 35
Literature ................................................................................................. 37
Appendix ................................................................................................. 40
Glossary ................................................................................................... 45
2
1 Introduction
Field of computer science has been evolving remarkable since the
first computer has been build. In the present there are countless
companies in software development industry. Creating a software is
not an easy way. However making sure that final product is working
according to the requirements of the consumer and respect all
constraints is even more challanging. Control of quality also known
as Quality Assurance has been introduced exactly for this purpose
3
playing and enoying game for the whole day as many people think
that’s the main point.
4
2 Quality Assurance
The definition of Quality Assurance taken from [12]:
5
Companies uses SQA also as a system how to improve their credibil-
ity and work process with better scheduling and efficiency as well as
increasing customer confidence. Additionally increasing potential of
company to compete with others. [13]
6
3 Quality Assurance in Game development
In this chapter, we define process of game development, what are the
main requirements, issues and stages. Also, who the participants and
roles in this process are. To establish good understating and further
use all this information in introducing Quality Assurance integrated
in the process of development in all stages of game development.
Further what are the main problems related to the Quality Assur-
ance, how QA can be divided based on different perspective and ap-
proaches.
7
Development team size also varies on game scale however even
small team can be behind bigger such as AA1 games.
Concept as the starting point for the game is the idea what the game
is about. Nowadays many games are sort of duplicates of existing
concepts but with small changes in graphical or visual aspects of the
games or small twin in mechanics. Besides this duplicates many de-
velopers are trying come up with completely new concepts and gen-
res of games. Concept should contain genre, platform of the game,
what will be the core of the game and what mechanics are supported.
Additionally also marketing, business model, monetization plan and
target audience. Follow up are three main phases as seen in Figure 2.
Pre-production is phase where all the fun begins. Also, it is very im-
portant phase as mostly it’s about planning. Changes in this phase
are crucial as in later phases performing critical changes in core of
game is very expensive or time consuming. Proper Pre-production
contains of Prototyping which can be performed as paper prototypes
or any toys or demo versions of game. Assuring that all mechanics
and gameplay works as intended even with temporary graphics or
messy code. Also Game Design Document2 and Technical Design
Document (TDD) – identifying technical challenges and plan of so-
lutions. Both documents are written to describe gameplay, visual,
technical, workflow, pipelines and other aspects of game in detail
1 The scale of games according to budget, goals set and final metacritic score. [14]
2 Document containing description of all elements of game. [17]
8
which are afterwards used in next phase as guidelines. On top of
these documents team selection and work scheduling. [15][18]
9
categorization of bugs can be described depending on what the cause
of certain bug is or what effect it has on the gameplay.
Ruuska [20] has divided bugs into two main categories: Functional
and Localization issues. Each of these categories is split into subcat-
egories:
Figure 3 Localisation Issue - Missing character. Image courtesy of Reborn Interactive. Used with
permission.
Figure 4 Code Issue - Missing premade roads on the loading of map. Image courtesy of Reborn In-
teractive. Used with permission.
10
Figure 5 Art Issues - Missing model of building. Image courtesy of Reborn Interactive. Used with
permission.
3.3 Testing
Testing is key activity of the Game Development. Hence testing
needs to be performed early enough and repetitively to prevent ex-
pensive refactoring at the later stages. Despite all its positives on the
final product testing is overlooked by many companies or just done
in small scale. In case of software and game development can be car-
ried out utilizing two main types of testing: automation and manual
testing. [21]
11
Our focus is on manual also known as playtesting in which testing
can be performed by simply playing the game however also certain
pattern and scenarios are followed. As the main part of playtesting
is Quality Assurance which can be further branched into Internal and
External Quality Assurance testing. [21]
12
Figure 6 Example of bug life cycle.
13
company or didn’t get proper instructions. On the other hand, prob-
lem can occur on the site of the developer leader who gets over-
whelmed with amount of reports and those will stagnate, gets lost in
tracking system or never reach person responsible for fixing issue.
3.3.3 QA Tester
Mentioned in the previous section one of main tasks of QA tester is
to look for issues and bugs. According to [23] we can determine two
leading manners how to detect bugs is positive and negative testing.
Positive approach looks at the game and confirms the basic function-
ality of various game aspects: doors opens correctly as well as re-
sponsibility of UI elements and their actions. On the other side, neg-
ative testing is being mean and trying to break game mechanics with
inappropriate behaviour: trying to walk through solid objects, spam-
ming keys. Both ways are very important and tester should not only
focus on one of them. Avoiding negative testing may allow consum-
ers to find exploits – glitch allowing player to get advantage over in-
tended gameplay also known as exploiting.
Priority Explanation
Blocker Prevents player from progression during gameplay
(crash, hang, blocked elements).
Critical Issue has big impact on gameplay even though progres-
sion is still possible (missing textures, game elements).
Major Has low impact on gameplay and doesn’t prevent
player from progression but still can cause confusion or
annoy player (unimportant NPC glitching in walls or
disappearing, wrong values are displayed in UI).
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Minor Small bug with no impact on gameplay, but still can be
spotted and frustrating player (NPC mount not moving,
overlapping objects).
Cos- Commonly connected to level design or graphics (tex-
metic ture errors, misplaced textures).
Table 1 Example of priority table.
Others – may alter according to company needs, using tags for easier
sorting of reported bugs, labels, etc.
As finding bug is usually the easy part as well as writing down the
description and expected behaviour, real challenge of the QA tester
comes to finding proper Reproduction steps and Reproducibility of
bug as without this information developer would have hard time
finding possible fix even in case of smaller game where code size is
still notable. Furthermore, when fix is applied and QA tester need to
verify correctness of fix. Usually first by following the Reproduction
steps. However the tester should try to reproduce the bug couple of
times because as mentioned before the bug doesn’t have to always
occur. Only after QA tester is sure that the found bug is fixed without
any other side effects a report should be closed.
Along with previously mention tasks, one of the most important re-
sponsibilities of QA tester is to assure that fixing one bug doesn’t cre-
ate many others – in this case trying to figure out better way how to
fix issues is preferable if cost for it is less than fixing all newly found
issues.
15
3.4 Skill Requirements for QA
Even though many issues and glitches are very easy to spot, certain
type of them is usually hard discover and even harder to reproduce.
That’s why QA tester requires a particular skill set to be able to detect
even the smallest bugs. Every person has different interests, skills
and all of their life experiences may be useful. In this section, differ-
ent skills essential for QA are explained.
3.4.1 Communication
As one of the most important skills QA tester needs to have in his
skill set to communicate within the team and being the connecting
part between artist, designers and coders. In comparison with de-
signers whose priority skill lays upon listening as written in [24], QA
testers needs to be able to express and talk about issues found. To be
able to communicate and understand what’s going on in game the
connection between designers and QA testers is very tight. Espe-
cially great communication within the team helps to avoid reporting
of issues which may be seen as bugs at the first sight by the QA tester,
but they are actually intended by the designer.
16
Space – is a determined area where gameplay of game is taking
place. This game mechanic defines individual places of game and re-
lations between them and can be seen as abstract contains of game
without any visuals or aesthetics.
Actions – are a set of rules what player can do within the game
divided into two branches as operative actions - simple actions, driv-
ing car left or right. And resultant actions – meaning of these actions
is related to the bigger picture of the game and related to how player
wants to achieve a goal.
Skill – This mechanic is taking the player as a target and not the
game itself. Different level of skill is required from the player to al-
low him to play the game. Also, we can categorize skills into physi-
cal, mental and social skills. Skill of the player should match the dif-
ficulty of the game for the best experience. Many games are easy to
learn but hard to master. Player acquires better skill to follow the in-
crease of difficulty.
17
tional and design issues. A QA tester needs to have general under-
standing of the game mechanics outlined above and how they are
represented in the tested game. Furthermore, the tester needs to have
a knowledge of each game mechanic category and theirs specifica-
tions. For example to detect not working button, tester needs to know
what are the constrains of button and what action is expected for this
button. In short understanding of game mechanics is ability of tester
to determine what the mechanics of the game are and what the de-
sired behaviour of them is.
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4 Evaluation techniques and principles
In this chapter I introduce expert evaluation techniques such as
Playability Heuristics, PLEX-framework where in both certain patter
of evaluation is followed. Another technique which is not expert is
User Testing. Each of them will be further used in next chapter for
game analysis.
There are several different Heuristics that can be used for expert
evaluation but I have chosen Playability Heuristics [1] even though
these are specified for mobile games, I have experience with their use
and authors says we can use these specific heuristics for other
platforms as well.
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No. Multi-player Heuristics
MP1 The game supports communication.
MP2 There are reasons to communicate.
MP3 The game helps the player to find other players and game
instances.
MP4 The game supports groups and communities.
MP5 The design minimizes deviant behaviour.
MP6 The design hides the effects of network.
Table 5 The heuristics for evaluating multi-player aspects.[3]
21
Based on PLEX framework other researches come up with practical
use, such as in design and evaluation related activities not only for
video games but even other fields of development to design for
playfulness.
Experience Description
Captivation Forgetting one’s surroundings.
Challenge Testing abilities in a
demanding task.
Competition Contest with oneself or an
opponent.
Completion Finishing a major task, closure.
Control Dominating, commanding,
regulating.
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Cruelty Causing mental or physical
pain.
Discovery Finding something new or
unknown
Eroticism A sexually arousing experience.
Exploration Investigating an object or
situation.
Expression Manifesting oneself creatively.
Fantasy An imagined experience.
Fellowship Friendship, communality or
intimacy.
Humour Fun, joy, amusement, jokes,
gags.
Nurture Taking care of oneself or others.
Relaxation Relief from bodily or mental
work.
Sensation Excitement by stimulating
senses.
Simulation An imitation of everyday life.
Submission Being part of a larger structure.
Subversion Breaking social rules and
norms.
Suffering Experience of loss, frustration,
anger.
Sympathy Sharing emotional feelings.
Thrill Excitement derived from risk,
danger.
Table 7 PLEX framework consisting of 22 categories. [5]
23
As a human nature and personality results of this evaluation
depends on subjective experiences found by tester. That’s why this
type of evaluation is better as a group of experts rather than done
individually. Still it’s interesting evaluation technique and further
can be used as framework for designing games . That’s why I choose
it.
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– which can be settled as laboratory session with strict rules for
session evaluators and for tester. Next step is to collect responses
from the Test User with already mentioned methodologies and last
step is to evaluate and consider the difference between each of Test
Users and see results.
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5 Game Analysis
As practical part I have used above introduced techniques of
Playability Heuristics, PLEX framework, User Testing and my
personal QA testing. Games has been made by students of Masaryk
University as part of the course PV255 Digital games. I have pick three
very different games to see how analysis depends on genre and
platform of each game. Each game have short introduction and
description of game followed with analysis itself.
5.1 SurvivAnt
Authors: Ľuboš Hyžák, Pavel Kouřil, Jakub Medvecký-Heretik
Platform: PC
26
4 Indicators – should be explained GU4 Minor
immediately and not require player
to see Help.
5 Lack of information of possibility to GU4 Major
click on anthill to show ant statistics
and description.
6 Placing pheromones above anthill GU4 Minor
is not possible without any
indication. Also indicator of radius
behaves a bit strange around
anthill.
7 Game is too easy at the beginning. GP5 Major
Leaving game just run without any
interation you an easly survive 2
nights.
8 Game is about repeating the same GP8 Minor
action of gathering recourse – but
this was violation on purpose of
design.
9 Player can’t customize or express GP9 Minor
himself other than way how he
selects bonus points.
10 Attacking enemies can get stucks GP12 Major
around anthill and just stay there
without any further actions. Makes
game very easy if this happens.
11 Game supports only win or lose GP14 Minor
end conditions. After lose all
upgrades are lost and new game
needs to be started.
Table 8 Table of violated heuristics for game SurvivAnt.
5.1.2 PLEX
# Category Explanation
1 Challenge Possible end of game is to win when surviving
throughout three nights or lose.
2 Completion Each day trying to gather as many resources as
possible.
3 Exploration As amount of recourcses is limited for each food
found, player need to explore whole map.
4 Nurture Being a queen of anthill and taking are of the rest
of ant as their leader.
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Table 9 Table of found playful experiences from game SurvivAnt.
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5.2 Blind Man’s Buff
Authors: Jan Krejsa, Matouš Procházka, Adam Tuček
Platform: PC
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connect to specific one while in
same network.
Table 10 Table of violated heuristics for game Blind Man's Buff.
5.2.2 PLEX
# Category Explanation
1 Challenge Give buff to others or trying to avoid getting it.
2 Competition Main principle of the game is to be the winner,
trying to earn more points than others.
3 Humour Graphical aspect of the game is very joyful and
characters’ models are also amusing.
4 Relaxation Game doesn’t require too much of thinking and
short game sessions are good for relief.
5 Simulation Game is based on actual similar game that can be
played outside with friends.
6 Suffering Not being able to give buff or catch other players
can lead to frustration.
7 Thrill Getting closer to the player with buff is
rewarded with more points per second.
Table 11 Table of found playful experiences from game Blind Man's Buff.
1. What was the first think that got your attention when playing?
2. How you feel about gameplay mechanics of the game such as
movement and control of characters?
3. How useful would be the ability to communicate with play-
ers?
4. How was the graphical representation of power-ups useful
for understanding of their effects?
5. Have you discovered something that was wrong or you don’t
like about the game? Perhaps do you have ideas for improve-
ments?
Graphics and audio nicely fit into the theme of the game. Fun and
humour as main emotions are highly encouraged with colourful
map, customization of players’ character and sound effects during
gameplay. For players with less experience in video games had prob-
30
lems with camera and character movement however those more ex-
perienced didn’t. Nevertheless, all players agreed on lack of indica-
tor or aiming tool for passing the buff to the others or any explana-
tion how this mechanic works. Insufficient graphical representation
of a power-ups and missing description of them discourage players
to use them even though they are crucial part for the gameplay.
Every player got interested in the game and come up with ideas for
the improvements as they would like to play this game again. Add-
ing map for better orientation, various indicators for the incoming
noise direction or communication tool. Additionally, the main focus
should be to improve the set up for starting a game, better match-
making tool as it is online game to find other players easily. Simple
emotes could be nice feature if they cannot be used for the harass-
ment or violated against players.
5.3 SwordMaster
Authors: David Osička, Martin Příborský, Pavol Valovič
Platform: Android
About: RPG with interactive battles for mobile phone. Help Lancelot
clear castle of enemies and save the imprisoned king. During journey
search for hidden rooms implemented with dynamic lightning
collect items to defeat your enemies. Enjoy battle aspects such as
attack and blocking is simulated with finger movement on the touch
screen of your phone. [2]
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4 Missing Pause menu option in Battle GU6 Major
screen, player cannot pause, reset or
leave to main menu until battle is
over.
5 Bloking attacks coming from the GU8 Minor
corners is a bit inonvenient and
player have to remember to swipe
only vertically or horizontally even
though sword graphics would
suggest a diagonal swipe.
6 While in Pause Menu, confirmation GU10 Minor
should be displayed if player clicks
on Main Menu option. Which can be
hit by accident.
7 “Game characters” is not proper GU12 Minor
name of UI element and it’s not
intuitive that this element contains
Help and description of power ups.
8 Help is available only from the main GU12 Major
menu and not when pausing the
game. Player needs to quit current
progression to be able to see the Help.
9 Customized battle system is GP8 Minor
repetitive but this is done by design.
10 Customization or personalization is GP9 Minor
not available to player.
11 Playing game by progression order of GP14 Major
levels gives player higher attack and
bonuses callected in previous levels.
However starting on specific level
doesn’t give player equal strenght
according to power ups. So after
returning to Main Menu, Reseting
level or dying all bonuses collected
are lost – to get same state player
needs to play from start again.
Table 12 Table of violated heuristics for game SwordMaster.
5.3.2 PLEX
# Category Explanation
32
1 Challenge Reaching the goal by battles with enemies,
navigating throughout the varios level and
finding key and gate to next level.
2 Completion Saving the king as master goal of game.
3 Cruelty Fighting enemies in order to kill them. Walking
through mouses and killing them.
4 Discovery Finding main goal objects, hidden rooms and
power ups.
5 Fantasy Being prince in medievel castle trying to save the
king and his kingdom.
6 Humour Small jokes are visible throughout the whole
gameplay.
7 Suffering After dying and need to start from the beginnng.
Table 13 Table of found playful experiences from game SwordMaster.
Even though the game contains practical tutorial for the battle sys-
tem, all players had a problem to understand how precisely they
need to perform actions in any battle. Every player died on the first
encounter with real enemy. Biggest issue was using the swipe move-
ment other directions than vertical and horizontal. Tutorial could be
simplified a bit more to give clear idea for the battle mechanics. De-
spite the fact every player got issues with battle system, they see it
very interesting giving the potential of the game. The division be-
tween combat and roaming around is done well. Additionally, dy-
namic lightning adds the element of surprise and curiosity. Move-
ment control didn’t take a long time to master just players needed to
get used to it. Background music helped the atmosphere and fit into
the game genre. The critical part is loading between battles as well as
33
new map area. Loading indicator is not responsive and players
thought the game froze. In couple of times the game crashed com-
pletely during the loading of new level. This should be prioritized to
improve as well as the description of the effects of collectable objects
is insufficient. Currently available only from Main Menu and even
hard to find. In general, players were really excited at the beginning
after mastering the combat mechanics, but some found fighting and
running around as too repetitive without any twist after certain
amount of time played.
34
6 Conclusion
The aim of my work was to introduce the area of Quality Assurance
in the relation with the Game Development. To describ the main
steps in QA process are and how we can use the knowledge and
understanding in the testing and quality control of the video games.
To fully understand the meaning of testing process I outline different
approches and type of issues we can face in this process.
Additionally, I narrowed what are the crucial requirements for QA
tester and how important acknowledgement of game mechanics is.
Based on the results from Table 14, we can see that each game had
almost same amount of the violated heuristics which most of them
were minor. However issues related to these violations could be
fixed or at least understood if such evaluation would be used in
earlier stages of the development allowing developers make
changes. And allow them easier tool for setting focus on different
aspects of game. Related to the amount of playful experiences the
more game contains the higher is change for player to enjoy the game
and increase the rate of replayability. Developers and especially
designers should use these methods to design various aspects of the
game to invoke specific playful experience. To better understand
35
what could player expect to feel while playing the game.
Nevertheless a balance between negative and possitive experience
should be kept.
36
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Appendix
Full interviews for each game:
SurvivAnt:
Testee # Gender Gamer
1. Male 3/10
2. Female 3/10
3. Male 10/10
1. Yes and no, the goal explanation was straightforward but the
way how achieve it was not. I needed to read help to fully un-
derstand how to use pheromones and control the ants.
2. Bit of confusion at the beginning of the game as I don’t like a
lot of text to read so I possibly skipped some relevant part
about controlling the ants. I didn’t know how to use phero-
mones.
3. I have played the game before so the understanding of goal
and how to achieve it was simple for me.
What was the first that you got interested in or got your attention?
And why?
1. I got confused how to even play the game, as there was a lack
of information in comparison of other games I played. I
needed to read help to fully understand how to use phero-
mones and control the ants.
2. I really liked the simplified look of the game and the back-
ground music that changed according to the day (relaxing)
and night (more aggressive as it’s attack time)
3. The autonomy of the ants, as they remember the found re-
source and return to it after the night pass.
Which boost category did you selected first? Did you balance the
boosts or focus in specific category? (First improving ants to collect
more resource
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1. At first my focus was on improved collecting of resources and
afterwards I spend most resource in the shouts for better de-
fence during night.
2. I don’t remember what my first category was but mostly I
bought shouts to protect myself during the night fight.
3. First choice was production of resources, when I wanted to
attack enemies during day I upgraded ants’ attributes but also
bought few shouts to secure surviving the night.
What was the first think that got your attention when playing?
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1. Movement was good but giving buff to other players was
pretty confusing.
2. Range indicator for giving buff to others as it’s hard to aim
without it.
3. I had no idea how to give the buff to other player so I was just
running away.
4. I was confused with the camera control and movement espe-
cially when close to the objects and edges of map.
1. Lightning was pretty clear and trap after a while as well but I
had no idea what the last one does.
2. Besides the creature power up, I knew all of them.
3. No idea what’s the red one but others were quite easy to un-
derstand.
4. For example the lightning was quite obvious but about the
others I didn’t understand their effect until many tries to fig-
ure it out.
Have you discovered something that was wrong or you don’t like
about the game? Perhaps do you have ideas for improvements?
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would be nice improvement. And I think it would be also nice
idea to play it on mobile phone instead of the PC.
3. Mechanics of giving the buff to others was not really clear as
well as the camera movement was a bit too fast. And good
improvement would be a map with indicators or noise or
clapping for better navigation.
4. Sometimes I got stuck under the bridges. In my opinion a map
would be good feature. To know where I am as being close to
the edges of arena, the camera behaviour is confusing.
SwordMaster:
What was the first thing that got your interest or draw your
attention? And why?
Did you understand all game objects and their effect in game?
1. Not clearly, as there was no text in the game. Only key but
others not at all.
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2. I have seen few items but I had no idea what is their effect
besides key.
3. I didn’t understand and almost killed myself with the poison
as it was red and I expected to heal me. However key was
intuitive.
1. Game was quite same all the time and repetition of the same
action was making it boring after a while. Just fight, find the
key, move to other level.
2. The loading time of the battle was a bit too long and I didn’t
know if it’s loading or just froze. As improvement when
collecting a poison it would nice that screen flash red as when
you are hurt in the battle.
3. My game crashed when it was loading the new level. I didn’t
even know there is a help to the items, it definitely need to be
in the game not just hidden in the main menu.
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Glossary
QA Quality Assurance
UI User Interface
Role-Playing Games
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