Throughout the development and design process, we conducted multiple rounds of testing to quickly identify any design issues and refine our game mechanics. These "quick tests" allowed us to fine-tune different aspects of the game based on real user feedback.
Initially, our design to indicate level transitions was based solely on the level icons and the monster’s growth. The idea was that players would notice the monster becoming stronger and bigger as they progressed through the levels. However, feedback from our testers revealed a significant issue: many players didn’t notice when the level changed or when the monster became stronger. This was an important problem, as it affected the clarity of progression in the game.
To address this, we introduced a level screen that appears at the start of each level. This screen displays an animation that introduces the new level and signals the transition. Additionally, we added a sound effect during this animation to reinforce the change in levels.
After implementing the level screen, we tested it again, and the feedback was overwhelmingly positive. Testers noted that the level transition was now very clear. The animation, combined with the sound effect, made it obvious when a new level had begun, and players were also more aware of the monster’s increased strength. This change improved the overall user experience, making it easier for players to follow the game’s progression.

Another issue we identified during testing involved the monster selection screen. In our initial design, each monster had a distinct color (purple and orange), and these colors were used to match the background of the buttons. We thought it would be intuitive for players to click the button corresponding to the monster they wanted to choose by simply matching the button’s position on the screen with the color of the monster.
However, during testing, we noticed that some players had difficulty selecting the correct monster. They were often confused by the background color of the buttons and mistakenly clicked the wrong one. This was especially problematic because the buttons were stacked vertically, so if the background color didn’t match the button they wanted to press, they would end up selecting the wrong monster.
To make the selection process clearer, we decided to introduce additional visual cues. We tested two options: either the silhouette of the monster or the first letter of the monster's name on the button. Based on tester feedback, we opted for displaying the first letter of the monster’s name. Testers felt that the silhouette wasn’t clear enough, while the first letter was immediately recognizable and intuitive.
We also adjusted the buttons’ layout to ensure that the background color of each button now matched the monster’s background color, making it easier for players to match the buttons with the monsters.
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This change also helped make the game more accessible for colorblind players.
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After these adjustments, testers had a much easier time selecting the correct monster. The letter labels on the buttons, combined with the updated button colors, provided clear and direct feedback, making the interface more intuitive and user-friendly. This change ensured that players could quickly and confidently choose the monster they wanted.
