-
Notifications
You must be signed in to change notification settings - Fork 0
Enemy Monster Design and Animation User Testing
A large monster will traverse the screen from left to right chasing the player which will serve as a "death wall". If the player falls behind and makes contact with the monster, the player will take large amounts of damage. The death wall enemy will be inspired by Norse mythology and the theme of space to align with the game story.
User testing performed was designed to evaluate the implementation of the Enemy Monster features. Users were asked a answer a short quantitative questionnaire, then followed up with a few qualitative questions.
Users were informed of the background context and briefly shown the game. They were then prompted for quantitative and qualitative feedback for the enemy monster designs according to these questions:
Multiple Choice: Users were asked which out of the four designs they preferred, and why.
- Which serpent design best aligns with the existing game?
- Which golem design best aligns with the existing game?
Qualitative Questions - Extended Response:
- What aspects about the chosen serpent design do you like, and/or what would you change?
- What aspects about the chosen rock golem design do you like, and/or what would you change?
Quantitative Questions - Likert Scale:
- Do you think the chosen serpent design aligns with the game concept and theme?
- Do you think the chosen serpent design complements the existing graphics?
- Do you think chosen serpent design is easily distinguishable as an enemy?
- Do you think the chosen rock golem design aligns with the game concept and theme?
- Do you think the chosen rock golem design complements the existing graphics?
- Do you think chosen rock golem design is easily distinguishable as an enemy?
Quantitative Data:

In general, all respondents, apart from User 4, preferred the serpent concept over the golem idea.
5 out of 7 respondents chose the red serpent (option 4.2) as the design which best aligned with the existing game theme. 1 user preferred the aquatic green serpent design (2.2) and another user preferred the basic blue serpent (4.1). There was a general consensus that the red serpent design was quite appealing and clearly communicated characteristics of an enemy, quoting intimidating features like the fangs, neck tilt, green eyes, neck spikes, vibrant colours. These features specifically mentioned by users will be carried through to the final designs.
Most users understood the Viking/Nordic reference, where some mentioned that the idea of a serpent in space does not seem fitting. This feedback was not further considered as the game currently features a combination of assets relating to either Vikings or space, but never both.
Similarly, 5 out of 7 respondents preferred the grey fire rock golem (8.2). 1 user preferred the grey humanoid rock golem (7.2) and another user preferred the brown fire rock golem (8.1). Although users generally like the designs of the rock golems, in particular option 8.2, they did not especially like the concept and were neutral when asked if the golem aligned with the game theme. The majority of users believed that there lacked relevance to Nordic mythology, so it was decided that the rock golem monster would be removed from the game, and instead, three different serpents would be featured with one on each level.
According to feedback and the preferred serpent features, these options will be further developed for the final designs. Three serpent designs were designed to be featured on one of the three levels. Below are designs of varying colour and style which aim to contrast the background and terrain appearance.

- Player UI
- Popup Menus
- Obstacles
- Boss Enemies
- Progress Tracker
- Checkpoint Design and Functionality
- Score System
- Lives System
- Game Background
- Multiple game-level
- Visual Improvements
- Tutorial Level
- Character Design and Animations
- Character Damage Animations
- Player Animation Functionalities
- Player and Serpent Portal Transition
- Pop-up Menus
- Obstacles
- Lives & Score User Testing
- Buffs & Debuffs
- Buffs & Debuffs redesign
- Obstacle Animation
- Background Design
- Level 2 Background Appearance
- Enemy Monster User Testing
- Level 1 Floor Terrain Testing
- Introduction Screens User Testing
- Character Movement Interviews & User Testing
- Sound user testing
- Level 2 Obstacles and enemy
- Story, Loading, Level 4 and Win Condition Sound Design User Testing
- Giant Bug and Purple Squid animation user testing
- General Gameplay and Tutorial Level User Testing
- Level 4 Terrain User Testing
- Game Outro User Testing