Be specificGames are crazy beasts with hundreds or thousands of inter-dependent parts. With this many parts working together, it is necessarily true that the developers cannot possibly have envisioned every scenario. Therefore your feedback needs to be specific enough that the developer can either reproduce what you saw or reason through why you saw it. For example, include details like what buttons you pressed right before something happened, where you were in the game world, what other things were also present, how long between when you did something and when you got that result, and so on. The more information you give, the more that can be done with it!
Aside from obvious problems like bugs, you may also have thoughts on the
feel of the game. It's much harder to be specific about feelings, but do your best and explain
why you think you feel that way.
Be conciseDevelopers are
busy. We're always juggling a hundred bugfixes while simultaneously trying to move the game forward. So while we need to know about all of the problems, and need to know all relevant information to understand those problems, any extraneous information will slow down development. You don't have to be polite, with long-winded poetic sentences.
So instead of:
"Yo, I was, like, diving way down in the deeps and then HOLY CRAP I got this awesome HAMMER but I wasn't sure if I wanted it. I switched anyway, 'cuz, you know, Hammers, amiright? So anyway, I was fighting Pete and then, WHAM, I killed him but then Tak disappeared and I was all WHAAAAT!??"Say something like:
"Tak disappeared when Pete killed with Hammer."Try to break itAs a developer, you'll know
exactly how to play your game. But your players won't, and they will do things you didn't plan for. When helping with testing a game, then, try to find the limits of what the game allows. More importantly, try to get past the limits. If you can make the game break, another player can too, and that other player will be a jerk and drop a 1-star review on Google Play. The developers will want to fix that problem before it goes live.
Provide solutionsWhile you may not be a developer, providing a solution with a problem you've identified will make your feedback better. Your solution might not work, but coming up with one will force you to more carefully state the problem, and will help to clear up confusion when we try to understand what the problem was.
Break up your observations into categoriesA list of precise observations is much more useful than one long observation that takes into account multiple systems. Using categories helps you to notice things in the first place, and also makes your feedback much more precise and helpful. Example categories include:
- User interface: Menus, heads-up-displays (HUDS), on-screen buttons, and the like. Could you navigate them? Were they nice looking?
- Animation: For each character, does the animation seem smooth? Did they do things that seemed unnatural (when they shouldn't have)?
- Art: Were the art styles consistent for different in-game items? Were there any art assets that you particularly do or do not like?
- Juice: "Juice" refers to any aspect of the game that is purely for show but that makes it feel really good. What felt good about the game? What didn't? Is there some game aspect that needs juice?
- Mechanics: "Mechanics" are how you interact with the game. In fact they are the game. Do you get results that make sense when you click/tap things? Did you have trouble figuring out what to do? Did you think you understood something only to have it do something unexpected?
- Audio: How are the sound effects and music? Are they too loud/soft? How are transitions between musical pieces? Do in-game objects and creatures make reasonable sounds?
- Bugs: Anything that seems broken. A subset of all other categories.
- Balance: Is the game too hard or slow? Too easy or fast? Did you get bored? Is there enough to do?
This stuff is super important if you are developing a game (with a team
or by yourself), or if you are alpha/beta testing a game for another
group (like us!). Add your thoughts in the
comments!
Comments
Or should we look at maybe a report every 3 days (or less? ) on our general feeling of things?
Want to give you good information without overloading y'all.
~~~***~~~
MeaKitty: The Resident Kitty Artist
See my work at PhoenixFire Art
Also Graphic Artist and Web Designer
See my other work at Weird Dreams Ink
~| GooglePlus |Facebook | Twitter | Sketchfest |~
Merchandise Available to support Me
~| Redbubble | Zazzle |~
Or just pledge to support me directly
~| My Patreon |~
SETH COSTER
Butterscotch Shenanigans
Games Programmer
~~~***~~~
MeaKitty: The Resident Kitty Artist
See my work at PhoenixFire Art
Also Graphic Artist and Web Designer
See my other work at Weird Dreams Ink
~| GooglePlus |Facebook | Twitter | Sketchfest |~
Merchandise Available to support Me
~| Redbubble | Zazzle |~
Or just pledge to support me directly
~| My Patreon |~
EDIT:
I made a new discussion for a bug I found before logging in. I wanted to keep it more organized, so I took it out of here and added it in the bugs forum.
Just a random guy!
SETH COSTER
Butterscotch Shenanigans
Games Programmer
Just a random guy!
SETH COSTER
Butterscotch Shenanigans
Games Programmer
I also spend my time editing my own posts because it's a nice community here.
We may also need to run a test between the alpha and beta, with access only for the most engaged alpha testers who made it to the bug during this test, since it looks like many aspects of progression through the bog will need to be re-worked and re-tested.
These tests both generate and require a LOT of data, and so we have to make sure that what we collect is of high quality!
Just a random guy!
I also spend my time editing my own posts because it's a nice community here.
~~~***~~~
MeaKitty: The Resident Kitty Artist
See my work at PhoenixFire Art
Also Graphic Artist and Web Designer
See my other work at Weird Dreams Ink
~| GooglePlus |Facebook | Twitter | Sketchfest |~
Merchandise Available to support Me
~| Redbubble | Zazzle |~
Or just pledge to support me directly
~| My Patreon |~
I also spend my time editing my own posts because it's a nice community here.
From a dev point of view this is the reason you need testers. They knew all the creatures and creations they put into the game, so when they were running through it they knew how to get around things and probably couldn't even see the difficulty they'd created. Having us run through it blindly meant we were bound to find it. ^_^;;
~~~***~~~
MeaKitty: The Resident Kitty Artist
See my work at PhoenixFire Art
Also Graphic Artist and Web Designer
See my other work at Weird Dreams Ink
~| GooglePlus |Facebook | Twitter | Sketchfest |~
Merchandise Available to support Me
~| Redbubble | Zazzle |~
Or just pledge to support me directly
~| My Patreon |~
We collected a ton of data on creature fights, since those are the hardest to balance. Haven't looked it it yet, but we hope that the data will point us in the right direction for balance.