
This last week I put emphasis on exposing Colorflys to a lot of fresh eyes. Right now I am so embraced by the development cloud that I can’t reliably answer questions like, ‘Is this game fun,’ ‘Is there anything confusing about the game,’ ‘Does the user interface work.’ It’s sad, but when you devote all of your time solely looking at a project, you’re point-of-view becomes severely twisted. The only thing you can do is stay focused on the design and let people play your game.
Here is some insight into some of the playtest sessions.
The older generation(s), gaming experience (Wii), touch screen experience (None)
Here, I noticed that my subtle hints were not working well at all (outlined text on the screen, sometimes pointing to things). This was probably because the hints were not front-and-center. As they played I envisioned how I would redesign the help system and I expressed that to them. Once they had a clear idea of what to do, they progressed fine.
After a few levels I noticed that they really didn’t think about the score, progressing happily by capturing butterflies one at a time. This is an error on my part. There is no clear indication of success between capturing one or capturing 5, also the curve went way too high, so capturing multiple butterflies was a risky move.
And finally, my objectives window (and user interface, in general) was not clear. You can see in the image above that I have a popup view with that level’s goals. Despite putting text on the first level, pointing to that view, they really didn’t pay attention to it. I knew this because when you get to Stage 2, you absolutely have to look at your objectives.
Overall, these people really enjoyed the artistic direction of the game and enjoyed the game once they figured things out.
My generation (~25), gaming experience (Wii, Android), touch screen experience (Android)
These folks really seemed to enjoy the direction of the game despite some of the problems I mentioned in the previous section. They didn’t get too frustrated. Many of them, including the males, enjoyed the artistic direction as well.
I had one female in this category who really excelled at the game. She figured out most of the challenges and was being bold by trying to capture a lot of butterflies at once.
Younger Teens and Kids
This is a game that should fare well with this group, but with the obvious mis-steps I took above, I didn’t want to test these folks yet. I could easily imagine that they would run into the same problems.
Developers
I wanted to reach out to several developers that I follow on Twitter to see if they would like to look at the game. I figured this would be a good move considering that these people know exactly what I’m going through.
Sure enough, I received an incredible amount of feedback here. A lot of folks had the same confusion as those above (bad hint system, user interface unclear in places, no known incentive to capture more than a 1-2 butterflies). They were positive about the game, and Markus Nigrin sent this gem:
“The graphics are drop-dead gorgeous, my wife was watching me and asked what I played, which happens very(!) rarely”
Time for Change
For the past couple of days I’ve spent time fixing the obvious issues. I re-wrote the objectives view to be front-and-center and now each level includes extra butterflies that are not part of the objectives. So there is no getting around it. The player needs to look at the objectives otherwise they’ll strike out on the level for catching the wrong butterflies.

The old, really crappy in-game menu
Hopefully, more pleasant, and obvious.
I’m currently playing with blurring the background to make the UI stand out (the butterflies will be hidden above while the menu is up).
I’ve also put point indicators in the game for when you capture butterflies. This should invite players to capture more butterflies. After the player captures something, the point value pops up, does a 360 and fades away.
Testflightapp.com
I decided to give this a whirl for the remote players. Overall, it was an absolutely pleasing experience. Add your testers to the provisioning profile, upload your build, select the testers and fire away. The testers receive a link and download it. To sign up potential testers, they simply visit a link. Sure beats dealing with the sometimes painful alternative (installation issues anyone?).
Another huge pro from this is that I can easily see who has downloaded the app. The UUID for your tester is easily available for you to click on (copies to clipboard) or you can export out the entire list. I highly recommend it.
You can follow me on Twitter @dlmcgraw