As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, Cats 2048.
As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, Cats 2048.
As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, another colorful 2048.
Continue reading Colorful 2048 – another usability evaluation
This article takes a look at how different 2048 games provide feedback when a player successfully merges tiles and how those feedback choices affect player perception of their success and progress. Continue reading 2048 – tile merge feedback comparison across games
This article looks at how 2048 games manage closing the game and what it means for the player experience. Continue reading 2048 : quit game
As part of a benchmark series, we will look at many 2048 games out there to see how they compare, and highlight best practices swell as common pitfalls for this type of games.
Next up, 2048 mania.
Default tutorials for offline players are scattered accross the place. They attrack the player’s attention through animations that add to the ambiance of the game. Bloodbornes tutorials are fully integrated and add to the experience rather than disrupting it.
Continue reading Bloodborne’s optional step by step tutorials empower players
Character creation screens are usually complex. The one of Bloodborne is also complicated.
Despite generally implementing usable features and shortcuts for players, the character creation screen is somehow awkward. The screens are very cluttered with many different unrelated settings. Some things are grouped together, others separated. For example, I’ve seen players get really annoyed by face presets changing the skin color of their character.
Continue reading Bloodborne’s character creation remains quite complicated
Players somtimes confuse natural lighting with iteraction cues but interactive items are easy to identify
Light effects are very effective to draw the player’s attention on objects. In Bloodborne, the lighting tends to attrack the player to decoration that isn’t interactive. It soon becomes easy to make the difference between “natural light” and actual items to pick up thanks to a shiny dot and a highlight in the dark that is active even without a torch.
People reaction times vary depending upon the type of cue they recieve : visual or auditory. Getting the timing right requires to give clear information on the moment it can be performed. Depending upon the mastery level required and the type of interactions, cues for timings will be more or less evident.
Continue reading Bloodborne : It’s all about timing the actions right
When I started playing Road to Survival, I was impressed y the polish of some of the usability. The first time user experience is far better than lots of games I tried, but it is also a quite confusing experience.
Continue reading Usability review of Walking Dead : Road to survival