Cycle 3: Playtest Report

To play test my game i ran three tests on individuals similar to my target audience. I ran the tests individually to ensure that all opinions were individual. I had the testers play the game for 10 minutes and then asked them some questions related to there time playing.

Session Goal 1 : Get Feedback on on how the game feels and how engaging it is.

Q1) How smooth did the game feel ?

A1) The side to side movement was quite smooth but the jumping was very jagged and the character looked liked they were moving at different speeds in the air?

A2) It all felt very clunky especially when jumping or changing directions

A3) It was pretty smooth just to move in one direction but changing direction, especially quickly was really jumpy

Q2) Were you engaged in the game or were the too many things distracting you?

A1) When you ignore how the camera moves differently to the character and how buggy the jumping could be I found myself really focused on serving those customers and making money.

A2) Yeah the game wasn’t running terribly so there was no frame rate issues ruining the experience for me. There were some minor annoyances but overall I’d say most of my attention was focused towards serving all the customers, So I’d say I was pretty engaged.

A3) Every time I reached the end of the diner or the camera moved where the character didn’t or vice versa it was pretty distracting.

Session Goal 2

Q1) Where there any issues that need to be fixed with the level design?

A1) Not anything obvious but maybe some more decorations on the wall might make it look better

A2) The lighting was different from day 2 on wards and made the metals reflect alot less and really darkened the white so it could be hard to see orders.

A3) The lighting was pretty weird, it changed after level 1 and it didn’t look as good as level 1 but there didn’t appear to be any clipping issues or anything like that.

Q2) Are there things that need to be fixed in order to make the game work better?

A1) The jumping and making the camera follow the character properly

A2) the lighting after you switch between days, the jumping motion could be made smoother not let the boxes appear near you at the beginning

A3) the jumping and the camera

Session Goal 3

Q1 What features did you really like about the game?

A1) having to remember the correct orders I felt was a really interesting challenge and I thought it was pretty cool.

A2)dodging the boxes even with the buggy jumping was really fun

A3) The way the cost of living went up, very relatable .

Q2) What would you like to see added to the game?

A1) More variation with the customer types other than the same 2 people at every table

A2) Some extra challenges like different obstacles or having to serve people in a certain time

A3) I don’t know what it would be but some kind of bigger objective other then just making money each day

Analysis of Findings.

It was clear that there are issues with the motion and flow of the game. This compliments my own frustrations I had with how they gamed flowed. Going forward this would have to be the major focus as everybody who has played the game has been bothered by both the jumping and the camera. It looks like a positive reaction towards the concept and the general idea of the game as well as how it works. Fixing other things like lighting and decor would also seem to help in providing a more engaging and enjoyable experience. More challenges such as obstacles and objectives would also help enhance the player experience.

Aidan Fuller – n9707581




Cycle 3 Game Objects and Rules

Task 1:



Economy Progression Tactical maneuvering Social interaction
Walking around the diner (movement)


Paid for each meal delivered


Same map layout but more difficult time restraint Movement through the level to prevent dropping meals Character communicating with customers
Items flying at the player


More meals delivered the  more money will be made More difficult score goal to achieve Movement through the levels to prevent being hit and being penalized  
Gravity physics for the players jumping and the items that fly through the air. Have a minimum amount of money that must be earnt to continue to the next level. Multiple levels to represent the difficulty increasing  

5 player stories with these mechanics related to them:

1: player story 2(As a waiter I want to serve customers as quickly as possible to make the most money.) is relevant to the economy mechanics as the player earns money for serving food.

2: Player story 4( As a waiter i want to avoid any obstacles in the diner so I don’t drop the food.) references the gravity involved with the player moving and jumping around obstacles and projectiles or objects flying at them.

3: Player story 7(As a player I want to keep money above the cost of living amount to keep the game going for longer.) relates to economy once again as the game relies on the minimum savings bracket to continue the game.

4: Player story 8(As a waiter I want to i want to serve customers before they leave or become displeased) is linked to social interaction as it is important the customers do not leave and therefore cause the player to lose money overall.

5: Player story 1(As a waiter I want to remember a customers order so I can give them the right meal) references a number of the game mechanics including social interaction and economy. If the customer gets the wrong order and does not pay a tip then the player does not earn money to save for the minimum they are trying to achieve for the next round.


Task 2:

The player object. The player moves with the arrow keys or WASD and possibly space bar to jump or control to duck, the player can also interact with customers by standing close to their table/ using an interact button. The player only interacts with the diner when collecting orders as they will be picking up the meals from a bar area for example and then taking it to a table. The player will be able to move around the diner and will interact with the world by standing around the tables for customers to order and deliver them once picking them up from the bar. They will also have to weave and dodge around the obstacles that may prevent them from being able to do their primary job.


Customers both the ones walking into the diner and others sitting at tables. Customers will enter the diner and sit down at a table but they will not be interactable until they have sat down at a table. They will be able to do all of this independently of the player. The player can interact with the customers once they have sat down at a table, the player will have to stand at the occupied table and wait for a speech bubble with a meal to appear which signifies the customers order. It is then the players job to fetch that meal or drink and deliver it to the customer. The customers will interact with the food delivered by the player and will also interact with the diner as they walk into it and will be sitting at tables waiting for their service and orders. When a customer is delivered the wrong meal they will not give the player a tip which is the aim of the game, receiving tips. Alternatively if the player delivers the right order to a customer they will be rewarded with a tip.


Obstacles on the floor of the diner and possibly from the roof (air conditioning vents and stuff). The obstacles on the floor and the roof will randomly spawn each time a round or game is started but otherwise they will not be able to move. These items if interacted with are able to set the player back similar to losing lives or money as they are obstacles for the player to avoid. When the player interacts with the obstacles on the floor/roof they are impacted by dropping a meal and losing money or in another in game set-back which hinders their future profit in some way. The player can avoid these objects by jumping over spills or not hitting them in general. The obstacles will not interact with any other attributes than the player, customers will not be affected by them nor will the diner itself or the flying objects. When a player runs into an obstacle on the floor or roof when holding a meal they drop the meal and have to pay for the new one with their tip money. If they successfully avoid the obstacles they keep their hard earned money.


Flying objects, possibly plates and milkshake glasses for example. Flying objects will spawn mostly at random and move at a slow pace for the player to react to them. If interacted with similarly the floor and roof obstacles they can set the player back with an in game currency or life system. When the player interacts with the flying objects it affects them similarly to the obstacles in the sense it sets the player back. The player can also avoid these objects by jumping or ducking from them. The flying obstacles will not interact with any other attributes than the player, customers will not be affected by them nor will the diner itself or the obstacles. When a flying object hits a player or a player runs into a flying object when holding an order they will drop or ruin the order which leads to them needing to pay for a new one with their tip money. If the manage to avoid all of the objects they will not lose any of their money.


Task 3:

Objects Object Purpose Object Attributes Relationship to Other Objects Rules, Events and Effects


Rush around and deliver meals to hungry customers Moves with key inputs and collects orders and deliver them Doesn’t directly interact with any customers but can be hit by obstacles and objects. Cant leave the map/diner, loses currency if obstacle is run into or hit by objects


Stationary obstacle for player to run into Spawns randomly at the beginning of each round/ game Does not impact or interact with other objects. If the player runs into the obstacles while holding a meal they drop the meal and pay for a new one or set back in the game in another manner.
Flying Objects Fly towards the character across the screen to try and hit the player Spawns randomly and then flies towards the character at a fixed rate. Does not interact with other objects. If the player is hit by a flying object while holding a meal they drop the meal and pay for a new one or are set back in another manner.
Diner and meals


Diner used as a background, meal is too be transported from the bar to a table Doesn’t move by itself, only meals move when the player picks it up Diner doesn’t interact with player or customers, the meals are only transported by the player to the customers table The player cannot leave the diner but the rules surrounding the meals and diner are pretty simple.
Customers Customers enter the diner and move to an empty table to order a meal all by themselves Walks a path to a table and orders a meal, finishes meal and maybe leaves the diner. The Customers interact with the diner by entering it and sitting down in booths. They order meals and consume them The customers cannot be run into with the player, they are not impacted by flying objects or obstacles. They order food and if delivered the wrong item they do not tip.

Cycle 3: Player Stories

As a group we decided we would be making a game focused around being a waiter at a restaurant. The setting will be a 50’s style diner lengthened to accommodate the style of game. The player will have a limited amount of time to serve as many customers as they can in a day. players will also have to avoid obstacles like spilled food and wet floor signs while they move through the diner. Players will have to make a certain amount of money each day which will increase as each day passes.

Player Stories

1) As a waiter I want to remember a customers order so I can give them the right meal

2) As a waiter I want to serve customers as quickly as possible to make the most money

3) As a player i want to serve as many customers as possible to make the most money each day.

4) As a waiter i want to avoid any obstacles in the diner so I don’t drop the food.

5) As player i want to earn enough money each day to meet the cost of living requirement

6) As a waiter i want to avoid obstacles so i don’t take a time penalty

7) As a player I want to keep money above the cost of living amount to keep the game going for longer.

8) As a waiter I want to i want to serve customers before they leave or become displeased

9) As a waiter I want to minimise the waste of food so I don’t get penalised.

10) As a waiter i want to serve people food so I can get paid

Sally seems to enjoy simulating the lives of real people characters, So play story 5 would align with this characteristic

Sally Doesn’t spend alot of time playing games each day so player story 2 would help her get more done in less time.

Sally plays games that involve an element of tactics and managerial skills which aligns with player story 3

Aidan Fuller – n9707581


Cycle 3: Game Look and Feel

In the second workshop we finalized our idea for our side scrolling game. we decided on on game set in a diner where the player takes control of a waiter/waitress. We came up with 3 words to describe our concept; colourful, retro and bubbly. The shapes in the game will be mostly based of circles and squares. We don’t won’t to include triangles as they represent aggression according to Chris Solarski in The Aesthetics of Game Art and Game Design. We don’t want to have aggression in our game as it is not the kind of game we are making and is not very representative of our target audience. The game will have a large focus on visual stimulus. players will have to recognise orders and remember who ordered what. As mentioned in Dave Williams’ article De-signing the Design: the Semiotics of Choice, we will need to have easily recognisable symbols to represent individual customers as well as the various orders. Ideally we will have a similar system to the image on the bottom left. As can be seen in the mood board we want our setting to be a 50’s style diner. As the game is a side scroller we will have to design our diner differently ie longer to fit the style of the game but the aesthetic will remain. things within the restaurant will be in one long line rather than filling a volume as a source images show.

mood board

Aidan Fuller – n9707581

Cycle 3 Interactivity and Choice

For cycle 3 we are required to identify goals and sub goals of our game these are the goals you will try to meet in order to win.

Task 1


Task 2

We also have come up with 5 challenges:

  1. Remembering customer orders. To do this you will need to remember which food goes to which customer using the color of their clothes.
  2. Get enough money each day. There will be expenses to cover each day that will be deducted each day from your total money earned. You will need to serve as many customers as possible for this
  3. don’t drop your food. You will need to avoid drink spillages and and flung food to not drop the customers food.


Task 3

Challenge 1 Remembering Customer Orders

  • The player will be able to choose who they bring the order to.
  • The player will have to make the right choice, if they do not a speech bubble indicating anger will come from both the person who you gave the wrong order to and the person who wanted the order.
  • The player will give a customer a food order by pressing a button.
  • If they get the order wrong they will be penalized.

Challenge 2 Don’t Drop Your Food

  • The player will have to dodge obstacles on the ground and flying through the air. they can either jump duck or do nothing.
  • the player will be able to see the obstacles on the ground or moving towards them.
  • The player will have to choose whether to jump duck or do nothing in order to deal with the obstacle.
  • if they dodge the obstacle they will be able to continue on if they don’t they will slip over and drop their food, losing them precious time.

Task 4

Don’t Drop Your Food Storyboard

image (2).jpg

image (1)


Cycle 3 PX Goals

for this cycle we are making a side scrolling game for a target audience. Our target persona is Sally. Our big concept based on her love of community and people. The game we’re making a game where you play as a waiter in a restaurant that must remember people’s orders and deliver them without falling over any dangers in the restaurant.

The PX goals for this game are:

  • Remembering: The player will have to remember multiple orders and who they go to.
  • Reflexes: The player will have to jump over and duck any obstacles that suddenly pop up in their way.
  • Visual Processing: In order to remember what goes to who; the player will have to remember what the customer was wearing.
  • Joy: the general tone of the game is joyful, there will be happy music and the visuals will be bright and colourful.
  • Cooperation: The player character will be cooperating with their coworkers to give the customers the best service possible.