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feasel

Testing Goals for SGL

Aug 29th, 2015
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  1. Does the player begin with a good set of resources (lives, health, weapons, items, ammo, money, XP)? There should be enough of a safety net that even the weaker players will be able to finish the goal a few times. If the game has skill-based movement techniques that require certain items or ammo, will these be accessible during the run? Is there too much ammo/health/money/etc to the point where it's too easy?
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  3. How is the difficulty? Easy enough for the weaker players to complete a run, but hard enough that the goal can distinguish the better players from the average players.
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  5. How much RNG is there? Would there be any way to re-design the goal to reduce the effects of RNG without ruining the difficulty curve?
  6. Is it too long? Is it too short? An average player should be able to finish it in 1.5 to 3.5 minutes. Bad players may take longer, but make sure it's not going to be so long that each player can't complete the goal 3-5 times during the 30-minute period (allowing some time for failed attempts).
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