Having now completed the main navigation and implemented a basic version of the script that will change the buildings colour I handed off a demo version of the build to two of my friends online. I came up with a short questionnaire that I would only show after they had played the demo. The initial feedback I got was that the experience was a little more fun than I had anticipated due to the interaction mechanics with the blocks. They were very receptive to the fundamental idea of the experience, as the bleak white nature at the start contrasts where the experience finally ends. The three questions I asked was “how did the experience make you feel?”, “was it intuitive to understand what to do?”, and “did the visuals enhance or take away from the experience”. The consensus of the feedback was that the experience was communicating my original goals of the bleak feeling, but that, if they weren’t familiar with games, they wouldn’t have even understood there was a jump mechanism. They also said that while the bleak white visuals made them uncomfortable at the start, that using basic colours to fill in the spots and blocks, could be used in a more compelling way to change the environment. The other piece of feedback I got, was that my placement for the spawner was excellent, as the user would intuitively walk over the first block and see the environment immediately change. The feedback was extremely helpful and having done a couple of run-throughs of the experience myself after considering it, I will be looking at ways to improve the experience and make it a lot more accessible, as I want my audience to be applicable to gamers and non-gamers.




