7
Jul

Usability Fail – Worms (and Worms 2)

I’ve recently been getting back into both Worms and Worms 2 on the iPhone, largely due to the Bluetooth enabled multiplayer mode. Worms, for those who don’t remember was a hugely popular turn-based shooter in the nineties, and the 1995 original was the first game I bought on the PC!

Worms Title Screen

Classic Worms

However the iOS port has made a huge usability sin with its misuse of icons. Today I’ll look at what the problem is, and how it could be resolved.

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28
Jun

Erik Rothoff Andersson (Kick Ass) on testing with users & why you shouldn’t listen to what users say!

Erik Andersson is the creator of Kick Ass, the new iPhone game based on his hit web-app. Kick-Ass is an adaption of asteroids that allows you to attack your favourite (or least favourite) websites, destroying them with a selection of ships, while earning achievements.
The iOS game can be downloaded here, and the original bookmark-let is available to play for free

Kick Ass

Kick Ass in action...

Today Erik tells us about his experiences with finding testers, getting user feedback, and why you should look at what people do, and not what they say!
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21
Jun

The 5 secrets to happy players with Agile Games Development

Agile software development offers a fantastic opportunity to integrate user insight into the game development process, leading to better games. In this post, I’ll cover the main methods that can be used to integrate user insight into agile games development, and why this is important.

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13
Jun

None More Black updated!

None More Black

Following the great user feedback on the first version of None More Black, I’m happy to announce the shiny-new version 2, with a few major changes, and many minor ones.

If you haven’t played None More Black yet, it’s a fast-pased asteroid’s style escape-em-up, where you play as a rock star on the run from groping groupies, and dangerous roadies. Try to survive the darkest night with the ultimate hard-rock soundtrack!

Play None More Black here. As before, would be really interested in hearing your feedback!

Those changes in full:

  • Added mouse support (click to move!)
  • Added WASD keyboard support
  • Updated the in game help & instructions
  • Made the ‘Lighter’ powerup last longer
  • Minor difficulty tweaks
  • Made the text non-selectable
6
Jun

Perfect Dark – Game Usability from the 90’s

Recently I’ve been enjoying playing the Xbox Live Arcade port of Perfect Dark – I played this extensively as a kid (especially the multiplayer with it’s groundbreaking inclusion of computer-controlled bots!). However without the rose-tinted glasses, a number of obvious usability issues come to light.

Today I’ll look at the major usability problem in this game, and how it would be fixed if Perfect Dark was made today!

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