One of the most important aspects of creating a game is getting feedback from others. It is easy to make something, play it, and say “this is the best thing ever” but then wonder why no one plays it. You thought it was amazing, but it turns out no one liked it or there was a fundamental flaw with your design. This is why you get people to play and give you feedback so you can iterate on your design to make it the best possible one. It is very rare to have something amazing the first time and not have to work on it to improve it.
For our play tests, we got players to answer a few non-leading questions to sort of point us in the right direction and to answer our research questions we had about our game. We wanted to figure out if the controls worked and were not clunky or confusing since our prompt was to have only two button controls. We wanted to make sure that this part of the game worked well and felt polished. Our other research question was about game play time since we wanted quick rounds in our game of about 30 seconds to a minute. For the most part, people felt that the game play time was about right. When designing our final level, I made sure to keep the same board length since that directly relates to the game play time and the time needed to keep hitting a fish into the fryer.
Our last question was just about having fun. It is always important to keep iterating on your game to improve mechanics and make it just like the design doc or concept art, but while that is necessary, you should always be aware of how fun your game is. If people are not having fun, they will most likely not come back to play more, and if money is in the question, that means less profit. During our sessions, most players were communicating to the other player as well as talking about what they were doing and smiling. This was super helpful in gauging the fun factor of our game because if they stopped smiling or talking, we can see what part of the game that happened and do some digging to see what was wrong.