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Presentation day to draw problems and improvements.

After the group presentation stage, many teachers and classmates tried to play our game, and we received a lot of recognition, and they also put forward some opinions.

I collected a few people’s thoughts on our game.

One person said that the game is more interesting, and the fourth level is the most challenging and difficult because the current sounds themselves are similar and each sound is relatively long. When several sounds are superimposed together, it will be difficult to identify which sound is the target sound. This was actually our original intention when designing this game. Our goal was to make each level more difficult than the last. However, after players reminded us, we also found that this method has problems, because it will cause the sound to be too noisy, unpleasant to listen to, and lose the meaning of “fun”.

Another person said that the player perspective in our game is relatively low, and other objects in the room are relatively large. It is difficult to see items placed on the table and is inconvenient to jump on. The way we modify this is to reduce the gravity of the First-Person Controller so that the player can jump higher when jumping.

By observing the player’s status, we also discovered several problems ourselves. For example, when playing games, there will be problems with poorly made models. I have tried my best to solve these problems during the subsequent project improvement process.

In terms of accuracy, some players who major in sound design do not have as high an accuracy rate as other professional players. This may be because the target sounds we selected for each level were processed. Students majoring in sound design are more sensitive to sound changes, so they may clearly hear the difference before and after sound processing. Therefore, when selecting items, there may be no similar sounds to choose from. This requires players to compare carefully and not be fooled by processed sounds.

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