Player Controller Test


Introduction

Hello, wonderful people of the internet!

One of the most crucial aspects of a Metroidvania – or most games, really – is the Player Controller. That’s why we dedicated a significant amount of time to refining it from the start. As developers, it’s important to be critical of our own work, and the best way to do that is by letting people outside the project test it. With that in mind, we held our first mini-playtest, inviting colleagues from the office next door and former student peers to try it out.

The Test

Our primary goal was to assess whether the Player Controller felt intuitive, smooth, and responsive. We also wanted to see if the rotation mechanic – particularly the rotation wheel – functioned as intended. In playtests like this, there’s no such thing as failure; if something doesn’t work or feels off, that’s precisely why we test.

Now, let’s dive into the feedback – starting with what needs improvement.

Areas for Improvement

The general movement and walking mechanics felt good, but the biggest issue was the jump. Testers noted that something about it felt „off.“ The movement in the air was clunky and didn’t match the fluidity of the rest of the controls. We attempted to tweak some values during the test, but the adjustments made the jump feel even stranger. So, we decided to proceed with the default settings, as they were at least functional and didn’t hinder the rest of the test.

However, in our post-test analysis, we realized that simply adjusting values wasn’t enough. The jump mechanics needed deeper refinement. As I write this, our next priority is to fix the jump and ensure that it provides a smooth and satisfying experience for the player.

Another minor issue was that the rotation wheel felt a bit clunky when using a controller. This was likely because we originally designed the system with keyboard and mouse in mind but have since shifted our focus toward optimizing for controller play.

What Worked Well

The most positive feedback was about the rotation mechanic, including the rotation wheel. All testers found it intuitive, regardless of whether they were using a keyboard/mouse or a controller. The rotation itself was fun, and the puzzles built around it were challenging yet manageable.

An important note: the rotation didn’t cause motion sickness. Testers could rotate as much as they wanted without discomfort – though later in the game, there will be natural restrictions on rotation.

Aside from the jump issue, the overall movement felt good to our testers. Most importantly, they enjoyed the puzzles, movement, and especially the rotation mechanics. Their enthusiasm reinforced our belief that we can create an exciting and challenging gameplay experience centered around rotation.

Final Thoughts

While there are still improvements to be made – particularly with the jump and controller optimization – we’re incredibly happy with how the test went. The feedback confirmed that we’re on the right track, and we’re excited to refine the mechanics further. With more polish, we’re confident we can deliver a unique and enjoyable game experience!



Don’t hesitate to give us feedback!

Did you like what you have just read or do you have any ideas of improving? Then let us know and join our Discord and be part of our development!