Professional Documents
Culture Documents
Bloodhoundstudios Nielsens10hueristics 1015
Bloodhoundstudios Nielsens10hueristics 1015
Bloodhound Studios
Jesus Olivares, John Miniel, Jerry Rauhuff,
Cody Rinehart, Wayne Work
Full Sail University
Abstract
The usability of a game is dependant on many
different factors. In order to assess the end product of
a game, the game is tested many times over to
locate, and solve, the problems that may plague it. In
Snow Way In Hell, we viewed many problems, in
the game as well as the menus, that could be
improved with easy and quick solutions.
Game Summary
Snow Way in Hell is a simple platformer that attempts to play like such
games as the original Super Mario. The player controls a Snowball
trying to escape the grips of Hell. It uses a constantly diminishing
lifebar to push the player forward through the level and forces them to
kill enemies to replenish their life. The player must also interact with
buttons to open locked doors as well as use snowballs to help boost
them through the air to various platforms. The game is fairly linear,
with only one path for the player to follow minus a few small detours to
find door unlocks. Enemies are largely painless to defeat and prove
little more than an annoyance to the player. Overall, Snow Way in Hell
is nothing more than a standard 2D platformer with no bells or whistles
to note.
There is no indica-on that larger enemies are taking damage from the player
Solu+on
Add
an
anima-on
or
sound
eect
for
when
the
enemy
is
hit.
(100%
of
the
-me).
Also
add
a
visual
Damage
Indicator
above
the
enemys
name
when
one
is
hit.
Reference Shot
Moderate
The
players
a7acks
do
not
show
any
damage
numbers
or
indica-on
that
a
hit
has
been
made.
This
is
seen
specically
on
the
larger
Fire
Elementals.
The
player
does
not
know
if
the
Fire
Elementals
are
damaged
by
snowballs
at
all
un-l
one
randomly
turns
into
snow.
Fire
in
the
game
is
used
as
a
tool
to
reach
higher
places
instead
of
harming
the
Snowball
player
Ra+ng
Descrip+on
Moderate
Solu+on
Make
it
so
that
the
snowballs
put
the
re
out
for
a
short
-me
and
create
the
smoke
instead
of
keeping
the
re
burning
while
the
Snowball
is
ying
above
it.
Reference Shot
The
player
must
throw
a
snowball
at
re
pits
for
them
to
push
smoke
out
and
ride
the
smoke
into
the
air.
While
this
may
work
mechanically,
it
does
not
t
within
the
connes
of
a
real
world
situa-on
where
re
would
melt
the
Snowball
and
confuses
players.
There is no Level Select or ability for the player to choose where he wants to go.
Solu+on
Add
a
Level
Select
op-on
to
the
Main
Menu
so
the
player
can
jump
between
levels
or
return
to
areas
he/she
has
been
before.
Reference Shot
Important
The
player
always
starts
from
Level
1
at
the
very
beginning
of
the
level.
QuiPng
the
game
removes
all
checkpoint
saves
and
there
is
no
way
for
the
player
to
go
back
to
somewhere
they
were
before.
This
dissuades
the
player
from
ever
quiPng
the
game
and
is
disappoin-ng
because
the
player
must
start
over
from
square
one
if
they
do
quit.
Solu+on
Switch
the
projec-le
mechanic
to
the
actual
enemies
themselves
to
be7er
dis-nguish
the
ac-ve
enemies
from
background
objects.
Most
of
the
background
enemies
arent
within
the
normal
path
of
the
player
anyways
so
they
are
largely
useless.
Reference Shot
Important
The
enemies
that
you
ac-vely
ght
in
the
game
(Fire
Elementals)
are
also
used
as
a
turret
type
enemy
that
shoots
projec-les
at
you.
This
can
cause
some
confusion
for
the
player,
making
it
somewhat
dicult
to
dis-nguish
between
ac-ve
enemies
and
background
obstacles.
Error
Preven+on
Problem
There
is
no
reset
that
allows
the
player
to
return
to
the
previous
checkpoint
if
he/she
gets
stuck.
Ra+ng
Descrip+on
Important
Solu+on
Give the player a menu prompt to press a key that restarts them at their previous checkpoint.
Reference Shot
In
the
screenshot
below,
the
player
shrunk
and
went
into
the
dragon
head.
The
player
then
fell
down
from
the
ledge
above
and
grew
large
again,
which
caused
him
to
get
stuck
in
the
gap.
This
occurs
in
several
other
places
with
the
Grow/Shrink
mechanic
in
the
game.
There is no indica-on of controls or a control structure for the player to use if needed
Solu+on
Provide
a
small
control
scheme/layout
directly
on
the
Main
Menu,
on
the
Pause
Menu,
or
as
a
sidebar
in
the
game
itself
so
the
player
can
refer
to
it
as
needed.
Reference Shot
Important
The
game
has
no
control
scheme
layout
for
the
player
to
see
at
any
point
during
the
game.
There
are
no
indicators
in
the
game
that
would
show
the
player
where
to
use
certain
abili-es
and
no
way
for
the
player
to
know
without
trial
and
error
of
random
bu7ons.
Solu+on
Add
a
remapping
capability
to
the
Op-ons
Menu
to
allow
players
to
customize
the
control
scheme.
Reference Shot
Moderate
For
advanced
players,
there
is
no
way
for
them
to
remap
the
keys
to
be7er
suit
their
playstyle
or
hand
placement.
Solu+on
Place
the
Pause
Menu
in
the
middle
of
the
screen
when
the
Esc
key
is
hit
and
darken
the
background
so
that
the
bu7ons
stand
out
against
the
game
itself.
Reference Shot
Moderate
The
Pause
Menu
comes
up
in
the
lower
right
hand
part
of
the
screen
instead
of
the
center
of
the
screen
as
two
small
white
boxes
with
white
text.
This
causes
the
player
not
to
no-ce
it
and/or
makes
the
UI
itself
hard
to
read
once
you
do
nd
it.
There are no indicators on the player for any enemy or obstacle damage.
Solu+on
Add
some
sort
of
visual
conrma-on
that
the
player
takes
damage
such
as
a
sprite
anima-on
or
the
Snowball
losing
bits
of
snow.
Reference Shot
Important
There
are
no
indicators
when
the
player
takes
damage
from
any
sources
and
the
player
does
not
know
if
he
is
dieing
from
enemy
damage
or
from
the
normal
-ck
of
-me-based
life
loss.
Solu+on
Add
a
simple
Goals
list
to
the
Pause
menu
or
in
a
sidebar
in
the
game
itself
so
that
the
player
can
reference
it
at
will.
Reference Shot
Important
There
is
no
objec-ve
list,
task
list,
direc-onal
arrow,
or
any
other
indicator
as
to
what
direc-on
the
player
should
go
or
what
objects/tasks
are
important
in
the
level.
References
Isbister, K. (2012, February 25). Game Usability. CRC Press. Retrieved
from http://ce.safaribooksonline.com/book/programming/gameprogramming/9780123744470
Nielsen, J. (1995, January 1). 10 Usability Heuristics for User Interface
Design. Nielsen Norman Group. Retrieved from
http://www.nngroup.com/articles/ten-usability-heuristics/