{"author_link":"\/users\/abrds","author_name":"ABRDs","author_uid":"abrds","comments":[],"epoch":1713456899,"event":"LD55","format":"md","ldjam_node_id":394047,"likes":5,"metadata":{"p_key":"206328","p_author":"ABRDs","p_authorkey":"1182894","p_urlkey":"442858","p_title":"User Testing is Essential!","p_cat":"LDJam ","p_event":"LD55","p_time":"1713456899","p_likes":"5","p_comments":"0","p_status":"WAYBACK","us_key":"1182894","us_name":"ABRDs","us_username":"abrds","event_start":"1712966400","event_key":"120","event_name":"Ludum Dare 55"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD55","removed_author":false},"_superparent":383062,"_trust":4,"author":182894,"body":"![delish_delivery_promo.gif](\/\/\/raw\/e6a\/c2\/z\/64577.gif)\nThroughout the development of [Devilish Delivery](https:\/\/ldj.am\/$386656), passing the game to my partner to see their reaction to systems mechanics & controls was invaluable to what the final product was. \n\nSometimes in the rush of the jam, its easy to push testing the game to the end, or sometimes never doing it! I've been there myself _(See [Klone Karts-LD 47](https:\/\/ldj.am\/$212323), and many more)._ Its important to step away throughout the development, and observe someone playing the game, in person _if possible_, as there will be hints about what is frustrating, what is confusing and what is working. Some Examples even from this Jam:\n### Crystal Tickle\n![crystal_tickle.gif](\/\/\/raw\/e6a\/c2\/z\/6456a.gif)\nOriginally, the crystals in the game were meant to just grow over time, but when I saw my partner attempting to click them, I knew they had an assumption that it should be doing something!\n\nThankfully, it was simple to add visual feedback & a reduction in the regrowth time for the crystals, as well as providing something meaningful to accomplish while it was growing in the early stages of the game.\n\n### Loading the Truck\nThe first design for the truck had it being top loaded, as to me that made sense! But again, once my partner got their hands on it, my assumptions were immediately challenged. They would drag the _demon_ onto the middle of the cage, let go of their grip, then of course the demon would tumble to the ground. Changing the collider to meet the expectation not only ensured that it met expectations, but that it was easier to use which was essential in the later fast paced sections.\n![box_collider.PNG](\/\/\/raw\/e6a\/c2\/z\/64569.png)\n\n## Stages of User Testing\nI like to split my testing into 3 stages\n1. **The Proof of Concept**\n   - This occurs right at the beginning, where I have grey blocks but the basic idea is there. Here I'm testing that the interactions make sense, that they're easy to use. Generally here you'll find the parts that are annoying to use, and you can use this time to really nail down how the game plays, and its a great time to experiment with different inputs & movement controllers.\n2. **The Visual Design Language**\n   - At this stage, I've decided on how the inputs will function, but I have some of the basic interactables in. There is some visual feedback for how things react, but provides a great opportunity to ensure you're on the right track. Have your tester sit, tell them as little as possible, and see where they get tripped up. Visual queues are essential here, make them big, obvious. Generally here is where your tester will get confused either about how to do something, or what to be doing in the first place!This is where I was able to make the **Crystal Tickle** change mentioned above.\n3. **The User Experience**\n   - This happens near the end of the jam, your ensuring that your final art is making sense, and that the interactions are working as you expect. Your tester will find every bug, _somehow they're amazing at it_. You'll find lots of small last minute adjustments to pacing, wording on tutorials & text. Keep listening for your tester either getting frustrated, or having fun, you won't be able to make sweeping changes at this point, but you'll be surprised how some little adjustments can go a long way. This is where I was able to make the **Loading the Truck** change mentioned above.\n\n## Missed Opportunities\nYou won't be able to catch all of the issues, unfortunately. One that was mentioned in the comments was the upgrade window needing downtime when opened, as some users accidentally clicked a button on the window missing the upgrades they wanted, while also missing out on the necessary downtime from the games frantic pace in the later stages.\n\nAnother was that the interaction range for the mouse, specifically when picking up the demons was not enough. While early in the game this isn't such an issue, when the pace picks up, I'd want to be more forgiving, especially when attempting to grab the demons out of the air.\n\n### [Check out Devilish Delivery](https:\/\/ldjam.com\/events\/ludum-dare\/55\/devilish-delivery)","comments":0,"created":"2024-04-18T15:34:11Z","files":[],"files-timestamp":0,"id":394047,"love":5,"love-timestamp":"2024-04-19T13:54:11Z","meta":[],"modified":"2024-04-19T13:54:11Z","name":"User Testing is Essential!","node-timestamp":"2024-04-18T16:14:59Z","parent":386656,"parents":[1,5,9,383062,386656],"path":"\/events\/ludum-dare\/55\/devilish-delivery\/user-testing-is-essential","published":"2024-04-18T16:14:59Z","scope":"public","slug":"user-testing-is-essential","subsubtype":"","subtype":"","type":"post","version":1233338},"node_metadata":{"n_key":"394047","n_urlkey":"442858","n_parent":"386656","n_path":"\/events\/ludum-dare\/55\/devilish-delivery\/user-testing-is-essential","n_slug":"user-testing-is-essential","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"182894","n_created":"1713454451","n_modified":"1713534851","n_version":"1233338","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/55\/devilish-delivery\/user-testing-is-essential","text":"![delish_delivery_promo.gif](\/\/\/raw\/e6a\/c2\/z\/64577.gif)\nThroughout the development of [Devilish Delivery](https:\/\/ldj.am\/$386656), passing the game to my partner to see their reaction to systems mechanics & controls was invaluable to what the final product was. \n\nSometimes in the rush of the jam, its easy to push testing the game to the end, or sometimes never doing it! I've been there myself _(See [Klone Karts-LD 47](https:\/\/ldj.am\/$212323), and many more)._ Its important to step away throughout the development, and observe someone playing the game, in person _if possible_, as there will be hints about what is frustrating, what is confusing and what is working. Some Examples even from this Jam:\n### Crystal Tickle\n![crystal_tickle.gif](\/\/\/raw\/e6a\/c2\/z\/6456a.gif)\nOriginally, the crystals in the game were meant to just grow over time, but when I saw my partner attempting to click them, I knew they had an assumption that it should be doing something!\n\nThankfully, it was simple to add visual feedback & a reduction in the regrowth time for the crystals, as well as providing something meaningful to accomplish while it was growing in the early stages of the game.\n\n### Loading the Truck\nThe first design for the truck had it being top loaded, as to me that made sense! But again, once my partner got their hands on it, my assumptions were immediately challenged. They would drag the _demon_ onto the middle of the cage, let go of their grip, then of course the demon would tumble to the ground. Changing the collider to meet the expectation not only ensured that it met expectations, but that it was easier to use which was essential in the later fast paced sections.\n![box_collider.PNG](\/\/\/raw\/e6a\/c2\/z\/64569.png)\n\n## Stages of User Testing\nI like to split my testing into 3 stages\n1. **The Proof of Concept**\n   - This occurs right at the beginning, where I have grey blocks but the basic idea is there. Here I'm testing that the interactions make sense, that they're easy to use. Generally here you'll find the parts that are annoying to use, and you can use this time to really nail down how the game plays, and its a great time to experiment with different inputs & movement controllers.\n2. **The Visual Design Language**\n   - At this stage, I've decided on how the inputs will function, but I have some of the basic interactables in. There is some visual feedback for how things react, but provides a great opportunity to ensure you're on the right track. Have your tester sit, tell them as little as possible, and see where they get tripped up. Visual queues are essential here, make them big, obvious. Generally here is where your tester will get confused either about how to do something, or what to be doing in the first place!This is where I was able to make the **Crystal Tickle** change mentioned above.\n3. **The User Experience**\n   - This happens near the end of the jam, your ensuring that your final art is making sense, and that the interactions are working as you expect. Your tester will find every bug, _somehow they're amazing at it_. You'll find lots of small last minute adjustments to pacing, wording on tutorials & text. Keep listening for your tester either getting frustrated, or having fun, you won't be able to make sweeping changes at this point, but you'll be surprised how some little adjustments can go a long way. This is where I was able to make the **Loading the Truck** change mentioned above.\n\n## Missed Opportunities\nYou won't be able to catch all of the issues, unfortunately. One that was mentioned in the comments was the upgrade window needing downtime when opened, as some users accidentally clicked a button on the window missing the upgrades they wanted, while also missing out on the necessary downtime from the games frantic pace in the later stages.\n\nAnother was that the interaction range for the mouse, specifically when picking up the demons was not enough. While early in the game this isn't such an issue, when the pace picks up, I'd want to be more forgiving, especially when attempting to grab the demons out of the air.\n\n### [Check out Devilish Delivery](https:\/\/ldjam.com\/events\/ludum-dare\/55\/devilish-delivery)","title":"User Testing is Essential!","wayback_source":[]}