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Galaxy Invaders: Alien Shooter

UX Research Project

 

Usability / Playability Report

Table of Contents

Click on section title or scroll down through project

Game information

Participant information 

Issue Severity Scale (User Experience)

Research design

Findings summary

Insights and recommendations

Game information

Game informtion-G
  • Project summary

Game title

Genre

Playing device/Platform

Player mode

Features evaluated

Methodology

Galaxy Invaders: Alien Shooter

Shooter

Mobile

Single-player

   - Campaign mode

   - Special items

   - World environment

   - Revival system

 

Quantitative

  • Playtest

  • Content Analysis

  • Survey

   

GI-Title.jpg
  • Game info card

Game concept

Galaxy Invaders: Alien Shooter is a fixed shooter / shoot ‘em up mobile game where players have to destroy multiple waves of enemies with a spaceship.

Game mechanics

  • Players can maneuver the spaceship by dragging their finger across the screen.

 

  • Some waves are timed.

 

  • In timed waves, the amount of enemy attacks increases after 30 seconds.

 

  • In Campaign mode, players can earn up to three stars per level in order to get more coins and multiple rewards.

 

  • Stars are earned by doing the following:

       - Pass the level

       - Defeat each timed wave in less than               22 seconds

        - Kill one (or two) Hoarders

 

  • Players get only one life and they can revive the spaceship by watching ads in the game app or using diamonds.

  • All the non-starter playable characters / spaceships should be unlocked.

  • Players can increase fixed lasers from two shots up to ten shots by getting some of the special items.

GI-Title.jpg

Player mode

Gameplay mode

  - Campaign

  • Players complete chapters consisting of 16 levels.

  • Each level contains 6 to 10 waves of enemies and players should defeat a boss in some of them.

 

   - Endless

  • Players complete as many waves as they can through a continuous cycle.

  • Difficulty increases as players advance to higher waves.

 

   - PVP

  • Two players compete against one another in a series of waves.

  • The player that completes all the waves first wins the match.

  • Players can see a progress indicator from the their opponent on their screens.

 

   - Difficulty

  • Normal, Hard

Special items

When enemies are destroyed, they may drop special items that can be picked by players to activate battle features. See the special items listed below:

 

  • atk-up

      Increases the amount of fixed laser                shots.

 

  • magnet

       Attracts dropped items to spaceship.

 

  • overload

       Temporarily increases fixed lasers to ten         shots.

 

  • shield

       Protects spaceship from enemy attacks.

 

  • missiles

       Several missiles are shot and targeted           towards enemies.

 

  • wingman

       A smaller spaceship is temporarily                   released to assist players. Each                     wingman has a distinctive shot pattern           and special features.

Playable Characters / Spaceships

Single-player

GI-Single player 1.PNG
GI-Single player 3.PNG
IMG_8193.PNG
Gi-Single player 4.PNG

Menu screen

Campaign wave

Boss battle

PVP

     -    Rarity

  • Valiant (Starter)

  • Spitfire (Rare)

  • Redtail (Rare)

  • Fizard (Rare)

  • Cryo (Epic)

  • Corvus (Epic)

  • Tempest (Epic)

  • Proximo (Epic)

     -    Legendary

  • Frigus

  • Ifrit

  • Phoenix

  • Manta

 

      -    Event

  • Helix (Epic)

  • Helios (Epic)

  • Hyperion (Legendary)

Cropped Ships 1-Valiant-.PNG
Cropped Ships 4-Manta.PNG
Cropped Ships 5-Helix.PNG
Cropped Ships 6-Hyperion.PNG
Cropped Ships 2-Proximo.PNG
Cropped Ships 3-Frigus.PNG

Valiant

Proximo

Figus

Manta

Helix

Hyperion

Participant-G

Participant information 

  • Sample of Participants

Sample size

Age / User Groups

Inclusion criteria

8 participants

  • 18-21   (User Group 1)  – 3 Participants

  • 22-25   (User Group 2)  – 3 Participants

  • 26-29   (User Group 3)  – 2 Participants

  • 30+      (User Group 4)  – N/A

  • Relative experience playing shooter games

  • Minimum age to participate: 18 years old

  • Ability to participate in playtest remotely

  • Ability to screen-share play sessions with researcher

  • Ability to participate in follow-up surveys after each play session

  • Participant summary

Participant                   Gender                 Age                  Relevant games played

Participant 1                     Male                       18-21                 Space Invaders, Contra Anniversary Collection

Participant 2                     Female                   18-21                 Enter the Gungeon, Jamestown

Participant 3                     Male                       22-25                 Beat Hazard 2, Nex Machina

Participant 4                     Female                   18-21                 Mushihimesama, Deathsmiles

Participant 5                     Female                   26-29                 Dariusburst Chronicle Saviours, Ikaruga

Participant 6                     Male                       22-25                 Blue Revolver, Drifting Lands

Participant 7                     Female                   26-29                 DonDonPachi Resurrection, Geometry Wars 3

Participant 8                     Male                       22-25                 Eschatos, Graceful Explosion Machine

Issue Severity Scale (User Experience)

Scale-G
Issue Severity Scale (UX).png

Research design

Resarch de.-G
  • Research summary

Session type

Playtest

 

 

Data Collection

Survey data

Content data

Number of Sessions 

5 sessions of 30 minutes

Project duration

7 days total

Research procedures (5 days)

  Analysis and Report (2 days)

Main target audience

Open to all User Groups listed

Location

Remote play

Phone mirroring /

Zoom screen-share

Methodology

Quantitative

  • Content Analysis

  • Survey

Responsibilities

Solo

Researcher performed all tasks in this project

  • Playtest information

  • Participants played in Campaign mode thirty minutes at a time until they completed Chapters 1 and 2 across five sessions.

 

  • They were encouraged to play at their own pace.

 

  • A restriction mandating participants not to use pay-to-win features was put in please to allow for an organic game experience with default features.

 

  • They filled out a survey after completing each play session.

  • Participants that finished the two chapters in 4 sessions were skipped pass Day 4 survey to Day 5 survey.

  • Methodology rationale

  • A quantitative approach was deemed appropriate for this assessment.

 

  • ​The survey and content analysis were administered to gain initial insights and graph numerical indicators of user experience.

 

  • The survey allowed for a better representation of overall sentiments, special item rankings, feature sorting, and identification of critical usability issues.

  • The content analysis was performed to track the frequency of special items (every time a special item was dropped in a wave), and the number of times a recurrent issue was addressed by participants.

Findings sum-G

Findings summary

Table 1 (Galaxy I.).png

Insights and recommendations

Insights-G

This section contains an in-depth analysis and further discussion on each of the findings.

Recommendations were provided to address the medium, high, and critical issues identified

per the Issue Severity Scale (User Experience) on this assessment.

  • Overall sentiments: Participants enjoyed their overall experience

      Positive finding

  • Participants finished the first two chapters in 4-5 sessions. They rated their overall experience across all days (on average) a 4 or above.

  • The only exception was Day 4 possibly because only 3 out of the 8 participants completed the survey for that day.

  • The Campaign mode and special items had the highest ratings across all the features evaluated.

Graph 1 - Overall Experience (Galaxy).jpg
  • Special items were positively rated

      Positive finding

  • The rating average for special items was 7.5 out of 10, which is deemed highly favorable.

  • The special items with highest participant ratings were atk-up and overload, while the ones with lowest participant ratings were magnet and wingman.

Graph 2 - Special items 1 (Galaxy).png
  • The special items with the highest frequency rate were missiles and

      atk-up, while the ones with the lowest        frequency rate were shield and                  wingman.

Graph 3 - Special items 2 (Galaxy).png
  • Participants liked certain elements from the World environment

      Finding

  • The world environment of the game was assessed by evaluating the following elements:          

 

                        Visuals                    Sound

               Background design           Music

                       Coloring               Sound effects

  • Participants were asked to sort these four elements by order of preference.

  • On average, the elements were rated from highest (4) to lowest (1) in the following order:

       Music  >  Coloring  >  Sound effects  >  Background design

Graph 4 - Game environment (Galaxy).png
  • The Revival system was rated poorly

      Critical issue

  • 6 participants (75%) rated the Revival system poorly while the other 2 participants (25%) were neutral.

  • 5 participants (62.5%) complained about the limited options to revive the spaceship.

  • 4 participants (50%) stated that starting off waves with only one life made higher waves extremely challenging at times.

Graph 5 - Poor rating (Galaxy).png

Recommendations

It is understandable that assigning one life to users at the beginning of each wave might be perceived as a fair measure, considering that the maneuvering controls for the game are relatively simple. However, in order to improve user experiences in this context, developers could consider doing the following:

  • Assign two lives at the beginning of each wave 

​       This measure might help users navigate higher waves of enemies as difficulty levels in those

        increase significantly.

  • Enable alternative methods for spaceship revival

​       With this measure in place, players would have more ways to revive the spaceship other than              watching in-game ads and paying with diamonds.

  • Enable more methods for users to get diamonds

​       Diamonds can be purchased with coins (in-game currency) and/or through pay-to-win features           (which were restricted on this playtest). Perhaps developers could create an alternative reward           system for users to obtain diamonds by completing bonus tasks and taking on featured                       wave challenges.

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