This week we planned and acted out a low fidelity prototype for the user gameplay interaction. One person takes the part of the player whilst the other uses a phone playing sounds to be the target that the player seeks out.
In the feedback from this prototype we received 3 positive comments:
- Seems original and creative
- Game mechanics are pretty intuitive
- Potentially addictive
and 4 constructive criticisms:
- It requires good headphones to play the game easier
- Likely to appeal mainly to a very niche market, difficult to make appeal to a wider audience
- Seems difficult to locate target by audio alone, perhaps too difficult (may require balancing with increased target size, etc.)
- Potentially addictive
In a higher fidelity prototype we would probably be making a software demo capable of the basic features of the game: tracking the player's score, using the accelerometer to seek out the target. The player would also ideally use headphones for this in order for us to accurately test how well positions of virtual objects emitting sound can be represented with such equipment; this would allow us to adjust the difficulty of the game and the size of the target accordingly. However, as it stands this low fidelity prototype is still useful as a proof of concept and gets the idea across well.
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