Rogue's Hexagon
Playtest Form
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--- Enemies ---
How well did you understand the enemy detection radius, specifically where enemies could see you and where they could not? *
Not at All
Very Well
Did you find it enjoyable to eliminate enemies using the various daggers?
*
Not at All
Very Much
Were the different enemy movement types clear to you?
*
Not at All
Very Much
What enemy movement type confused you the most? *
Is there an enemy movement type that was not present in the game you would have liked to see?
Do you have any comments on the Enemies?
--- Daggers ---
Did you find the use of the dagger intuitive in the game?
*
Not at All
Very Much
How well did you understand the specific abilities and functions of each dagger during gameplay? *
Not at All
Very Well
What dagger did you find the most enjoyable? *
Do you have any comments on the Daggers?
--- Level / Game Design ---
How would you rate the difficulty progression from the start to the finish of the game?
*
Very Bad
Excellent
How would you rate the learning curve of the game? (i.e., How quickly were you able to understand the mechanics and gameplay?)
*
Very Bad
Excellent
Were the goals of each level clear to you? (i.e., collecting the treasure and reaching the exit)
*
Not at All
Very Much
Did you feel there was an excessive amount of backtracking required in the game?
*
Not at All
Very Much
Did you find the optional challenges within each level enjoyable and engaging?
*
Not at All
Very Much
How would you describe the difficulty of the optional challenges? Were they appropriately challenging, and did you find them enjoyable to complete?
Were the number of challenges in each level appropriate? *
Is there a challenge that was not present in the game you would have liked to see?
Do you have any comments on the Level / Game Design?
--- Art Design ---
How visually appealing did you find the low-poly, hex-based art style of the game?
*
Not at All
Very Appealing
How clear were the indicators, shapes, or icons used in the game to convey information (e.g., for enemy types, dagger abilities, challenges, or other game elements)?
*
Not at All
Very Much
How well did the base on which characters stand convey the status of poison and invisibility? Were these status indicators clear and easily understood during gameplay?
*
Not at All
Very Clear
Do you have any comments on the Art Design?
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