Playtesting roundup
We had playtesting last friday.
Look at these photos!

We had all kinds of people testing, from avid gamers to non-gamers. All understood how to play the game :)
Playtesting of “secret game” and feedback response
We invited players to play our secret game, and then after they had played to the point where they had familiriazed themself with the game, and hopefully had entered the zone of the game, we asked them to answer some questions. The feedback we got has been very good for us in order to decide where to focus our last weeks of work and polish.
What was the main feedback we got?
First off, we wanted to figure out if the game was easy to understand. We got over thirty five playtesting forms filled with precious data, it showed us that on average, people rated the “easy to understand factor” to 8.75 where 10 is the best.
This felt good, knowing that the core of our game is something that resonates well and is easy to teach people.
Another piece of data that made us feel reassured that we are heading in the right direction, is that when players were asked to identify the reason they gamed-over, only 13% reported that the game didn’t do what they wanted. However, we will of course be sure to make that even lower, and we have all ready adjusted the game on key issues regarding unfair deaths.
And when it came to how they felt about their game overs, 80 percent reported they felt it was their skills in the game that was the deciding factor.
We have other data as well, which we will use to help us make this a game you will be playing, and coming back to agin and again, throughout 2009.
Testing of Umami
When we had people in for playtesting of our secret game, we also used the opportunity to allow people to test Umami, our PS3 game, as well. It was very exciting to see how people reacted to the game and its new take on the rhythm game genre.
Christmas is coming
it’s December. We have snow here in Norway. A white christmas. It’s nice. Snowballs are amazing.
Havchr out.
(in the snow)


