Project 1 – Star Wars: The Andor-Lorian

Concept Presentation

Design Document

The Andor-Lorian – Design Document 

Author: Lewis Whitham 

Format Digital 
Genre 2D, Action Adventure, Top-Down Shooter 
Language English (UK) 
Platform PC 

Document History 

Versions 

Version  Title 
First Draft 
Improvements from Peer-to-Peer Form 

Game Concept 

Introduction 

“In an era filled with danger, deception and intrigue, You – Cassian Andor, a thief whose planet Kenari was destroyed, will embark on the path that is destined to turn you into a Rebel hero. Flee to the planet Ferrix to escape the Imperial Security Bureau (ISB) that operates in the shadows, a secret task force activated to ensure order after the formation of the Empire. Will you become the hero the galaxy is desperate for?” 

Background 

The Andor-Lorian is a videogame rendition of a mix between the successful Disney+ series ‘The Mandalorian’ and ‘Andor.’ A top-down RPG with puzzle aspects much like the popular Lego Star Wars games. The production of the game will be created with the Game Maker Studio 2 software in the GML language – a more readable version of C++. 

Description 

Beginning your journey on Morlana One, a planet with large expanses of water that was governed by Preox-Morlana in the Free Trade sector of the galaxy, you stumble into a club – soaked in blue lights and pulsating music – questioning the whereabouts of your long-lost sister – she is not there.  

A couple of Imperial guards kick up a fuss when you are seen before them. Getting nowhere, you leave empty-handed… but not alone…  

The guards follow you down a dark alleyway and hold you up at ransom. When they approach, it turns out this was all a ruse as you attempt to protect yourself and silently suppress them both – stealing their gun in the process. Unfortunately, a couple of stray gunshots cause one of them to be killed. The other pleads for his life but, not wanting any witnesses or jail time, you shoot him in cold blood and flee the scene.  

To be continued… 

Key Features 

Free Play Mode 

My game will have a ‘Free Play’ option whenever you start a level. This option will be locked by default and only becomes unlocked when the level is completed. Free Play allows the player to switch to any character they have unlocked and play through the level using their special abilities to overcome challenges that were previously impossible using the default characters. This feature keeps the game interesting as the player can investigate how they could get to that area or solve that puzzle and then, once the level is completed, pick a character, and complete it. 

Dynamic Level Design 

The level design will include interesting and compelling side quests which do not force the player to do them, they are more of an extra path to follow – sometimes a shortcut into the next area. This could also include hidden secrets that can only be found by replaying the level after first completion in Free Play.  

Puzzles 

Each level will have multiple perplexing sections with a problem that requires clever thinking to overcome. An example could be Cassian using his blaster to shoot away from the crowd, distracting them and creating a new pathway to sneak through so he cannot be seen. These puzzle events are not mandatory but more of an opportunity to save yourself time at certain points in the future parts / levels of the game. 

Character Switching 

When entering a level and selecting the Free Play game mode or during a level, you can open an array of characters to choose from, all unlockable with unique appearances and abilities. When playing a level for the first time, you are limited to the characters that are assigned to that level, however, after completion of the level, you unlock the Free Play mode which allows for all the characters you have unlocked so far to be chosen so you are not so limited. 

Game Concept Presentation 

Game Concept Feedback and Evaluation 

I presented my Game Concept to a few members of my class; they have provided feedback so that I can improve the idea in the future. 

Question 1: 

I received a lot of positive feedback for my game concept when it was presented, I am pleased with the responses to the idea. 

Question 2: 

From the responses, 5 out of 6 (83.33%) of people have played any Lego Star Wars game. This information could translate to people who have played similar games. 

Question 3: 

4 out of 6 of the respondents said that they would enjoy playing my game. There was a mixed response for the age group of the game, some said that the age range would vary between kids / teenagers (9 – 15 years old) and adults (late 20’s and early 30’s). Personally, since this game will be extremely basic, I think a younger audience would be appropriate and would enjoy this game more than adults. 

Question 4: 

Most of the respondents said that a mix of both story and gameplay would be beneficial for the game. 

Stimulus 

Original IP 

All Characters designs, Objects and Environment designs, dialogue, cutscenes will be originally created by me using software such as Game Maker Studio 2 and Pyxel Edit. 

Franchised IP 

Lego Star Wars is a Lego theme inspired by the Star Wars saga and the Star Wars franchise. This was an original license that was only valid from 1999 to 2008. However, The Lego Group extended the license with Lucasfilm twice, first until 2011, then until 2016, then again until 2022, and then once more until 2032. The Lego Star Wars brand has video game series containing 6 video games, developed by Traveller’s Tales: 

  • Lego Star Wars: The Video Game (2005); 
  • Lego Star Wars II: The Original Trilogy (2006);  
  • Lego Star Wars: The Complete Saga (2007); 
  • Lego Star Wars III: The Clone Wars (2011); 
  • Lego Star Wars: The Force Awakens (2016); and  
  • Lego Star Wars: The Skywalker Saga (2022).  

Multiple short films and miniseries have also been produced. 

Copyright holders: The Lego Group, George Lucas (LucasFilm), Disney+. 

Genre 

2 Dimensional 

The Andor-Lorian will be a 2D experience, with a screen size of width (640px) and a height (360px), although the illusion of depth will be created using layering to render sprites in a certain order to make a 3D-ish feel. 

Action Adventure 

There will be lots of action (in the form of fighting or missions). The game world will be open so the player can explore without consequence – although some missions may require the player to stay within a certain area (such as a boss fight etc…). 

Top-Down Shooter 

My game will have a top-down perspective, this means the camera is angled downwards to give a ‘birds eye view’ of the game and environment. I will need to design all my sprite assets with this perspective in mind. 

It will also include shooting combat aspects which will be the main ability of most characters in the game. 

Target Platform 

PC 

I want The Andor-Lorian to be played on PC. There are several reasons why people choose to play video games on a PC rather than a gaming console, one of which is the advantage of better performance that PCs offer. With a computer that has high quality components, you will not only enjoy a longer-lasting machine, but you will also enjoy a smoother gaming experience as well.  

Market Research 

Similar Games 

A game I used to play called ‘Lego Star Wars III: The Clone Wars’ has similar features to my game. 

Target Audience 

My game will have a PEGI 12 age rating (violence in a fantasy environment or non-realistic violence towards human-like characters). 

In the case of the target audience being different from the designer, I will design the assets and sprites based on what they expect from the game. To attract players whose interests are like those of similar games, I will have to develop a target audience profile. This will enable me to make the experience more enjoyable and appealing to them. 

Preferences in Playstyle 

I define gameplay as a pattern that is defined through the rules of the game, the connection between the player and the game, the challenge to overcome them, the storyline, etc… 

Since my game will be a 2D platformer, I need to find an audience who enjoys that style of gameplay and has similar preferences. 

Gender 

“This statistic shows the share of adults who are fans of Star Wars in the United States as of July 2019, separated by gender. During the survey, 32 percent of male respondents stated that they were avid fans of Star Wars compared to just 18 percent of females.”www.statista.com 

According to Statista, 72.22% of males in the United States were avid Star Wars fans compared to just 27.78% females. This means that most males will be interested in my game. 

Income 

My game will be free to play.  

look-alike Audience 

Lookalike audiences are developed using data about a developer’s current customers. They are then turned into a model of the type of potential customer the developer wants to attract. Those audiences are then used as a targeted segment for advertisements. 

Design Document 

Story 

The main storyline for the game will follow a similar path to the Star Wars: Andor series on Disney+. I will also include events from the Mandalorian series also on Disney+.  

The Beginning (Level 1) 

Cassian Andor (the player and main character) begins on the planet Morlana One in search of his sister, he enters a club and asks one of the workers about his sister. She is not there so Cassian leaves empty handed. On the way out, two guards approach him and hold him up at ransom, Cassian wants to run but does not want to be arrested so he fights back – no witnesses, no trouble. The fight ends when a stray blaster shot hits one of the guards killing him and the other pleads for his life, Cassian – the devil that he is – shoots him dead and escapes to Ferrix (The planet where the rest of the game will be played on). This is the storyboard for the first level of the game can be found under the ‘Storyboard’ Heading. 

Objectives 

The overall objective to The Andor-Lorian is to complete missions set by NPC around the planets you explore, gradually gaining ‘reputation’ to allow you to enter new areas and repeat. 

In the beginning, the first objective is to ‘Find Your Sister.’ This objective is interrupted and changes to ‘Fight and Flee’ when your sister cannot be found and the guards approach. 

Theme 

The theme of the game will follow similarly to the storyline of Star Wars: Andor and The Mandalorian – both series on Disney+. Characters such as Cassian Andor, The Mandalorian, K-2SO, Death Troopers will appear in certain areas or levels and are designed to represent those characters seen in the series. This will include story-driven aspects, dialogue, and cutscenes etc… 

Mind Map 

Structure 

Game Title Screen 

When my game runs, the first thing that shows is the title screen. It displays the name of the game (The Andor-Lorian) at the top – with a rotation, zooming in/out or some form of animation. Also, a couple of buttons (PLAY, OPTIONS, QUIT etc…) which can be clicked to open sub-menus for choosing levels and changing settings. This is the flowchart for the title screen:  

Characters 

Cassian Andor 

An accomplished Alliance Intelligence officer with combat field experience, Captain Cassian Andor commands respect from his Rebel troops with his ability to keep a cool head under fire and complete his missions with minimal resources. 

Born in the year 33 BBY (Before the Battle of Yavin), on the planet Kenari. 

DIN DJARIN (THE MANDALORIAN) 

Din Djarin, nicknamed The Mandalorian, or Mando for short, is a fictional character in the Star Wars franchise, who appears as the titular protagonist of the Disney+ television series The Mandalorian and appears in its spin-off The Book of Boba Fett.  

Source: Wikipedia 

K-2SO 

A reprogrammed Imperial security droid now loyal to the Alliance, K-2SO is an alarming sight standing within a secret Rebel base. The pragmatic droid is an effective insertion agent, as he can blend in perfectly at Imperial installations and outposts. 

Maarva Andor 

A member of the Daughters of Ferrix, Maarva is revered for the sharpness of her mind and firmness of her spirit. Despite the years and her failing health, she has a strong independent streak in her, something she shares with her adopted son, Cassian.  

Source: Maarva Andor | StarWars.com 

B2EMO 

Long ago, B2EMO — often called Bee-two, or more simply, Bee — was a cutting-edge ground Mech salvage assist unit fresh off the assembly line. Now very old and quite weary for a droid, Bee continues to serve the Andor family, a dedicated member of the clan tasked with towing scrap and assisting in their communications.  

Source: B2EMO | StarWars.com 

IMPERIAL DEATH TROOPERS 

Elite Imperial soldiers, death troopers are encased in specialized stormtrooper armor with a dark, ominous gleam. These troops serve as bodyguards and enforcers for figureheads and high-ranking officials, including members of the Imperial Security Bureau, Director Krennic of the Advanced Weapons Research division, and later, Moff Gideon.  

Source: Imperial Death Troopers | StarWars.com 

Mechanics 

Character Mechanics 

Characters in my game will move in 2 dimensions (left-right and up-down), can maneuver around, over or under objects and perform combat moves such as shooting or melee combat. 

Interactable Object Mechanics 

Some objects in levels are movable, these objects are interactable either by pushing them across a surface or inherit gravity properties. For example, a movable box could be used to get to a higher place, or a switch which can be pulled / pressed to open a door. These objects are usually purposely placed to encourage the player to enter new areas and keep them interested. 

Some objects can be destructible, meaning that they can be broken, which usually hold valuable items / collectibles. Breaking these objects will alarm nearby NPCs and may turn into a fight, lowering your reputation or worse; attracting the imperial forces to your location. 

Environment 

This is an example of the Ferrix level’s environment.  

Ideas 

Characters 

// Cassian Andor 

// The Mandalorian 

Weapons 

K-16 BRYAR PISTOL 

Cassian Andor’s Blaster – K-16 Bryar pistol from Star Wars Battlefront. 

AMBAN SNIPER RIFLE 

The Mandalorian is outfitted with an assortment of tools at his disposal, including a crude long arm phase-pulse Amban sniper rifle tipped with a forked ion prod electro-bayonet. 

Environment / Terrain 

Storyboards 

Game Loop 

Game Loop of Level 1 

The first level begins at the club on planet Morlana One, Cassian enters a club and asks around about his sister.  

Game Logic: In the game, the NPC’s will be highlighted to show who can be talked to.  

UI: When the player talks to an NPC a dialogue window pops up from the bottom of the screen showing the character’s head (or heads) and text quoting what they are saying. The pop-up window will have 2 buttons that can be clicked to continue talking for more info or exit the dialogue window. 

Game World 

Planet: Ferrix 

Ferrix was an inhabited reddish barren rocky planet with truly little plant life located in the Free Trade sector of the galaxy. It is quite common for foreigners to visit for the vast range of engineers and valuable mechanical parts. 

“The bustling salvage markets of Ferrix are reputed to hold some of the best second-hand parts inventory in the galaxy. It is a vibrant, tight-knit community of scavengers, entrepreneurs, and technicians who find, strip, repair and sell the parts and pieces that keep the local economy thriving.”www.starwars.com 

Ferrix is a planet in the Star Wars universe home to a group called ‘The Daughters of Ferrix.’ This group has a history of hatred towards empire and the Imperial Security Bureau (ISB). Maarva Andor was not only a member of the daughters of Ferrix but was a past president of this group. Spoiler alert, Maarva Andor dies while Cassian is in prison. She left a hologram message for the other members to hear, she talks about her hatred towards the ISB which provokes an all-out battle between the ISB’s guards and the members of Ferrix. 

Planet: Kenari 

Kenari, an arboreal planet, is found in the galaxy’s Mid-Rim Territories. It was the home world of Cassian Jeron Andor, who was originally named Kassa. 

“A Mid Rim planet far from the attention of core worlds, Kenari is marked by lush jungle vistas, grounds rich in valuable mineral deposits, and environmental devastation. Plunderers have carved up the land in years past, leaving disaster in their wake and small tribes of orphans left to survive on their own.” www.starwars.com 

Document Improvements 

Peer Review 1 

Learning Objective Notes Improvement 
1.1 Nothing to Improve from this section || Section completed N/A 
2.1 Nothing to Improve from this section || Section completed N/A  
3.1 Nothing to Improve from this section || Section completed N/A  
3.2 Nothing to Improve from this section || Section completed N/A  
Checklist Mind Map, Concept Level Mind Map: I have created a mind map and appended it under the title ‘Mind Map.’ This should now be completedConcept Level: I have created a Concept Level Design and pasted a screenshot under the heading ‘Environment’ alongside the tile set used to create it. This should now be completed

Peer Review 2 

Learning Objective Notes Improvement 
1.1 Nothing to Improve from this section || Section completed N/A 
2.1 Nothing to Improve from this section || Section completed N/A  
3.1 Nothing to Improve from this section || Section completed N/A  
3.2 Nothing to Improve from this section || Section completed N/A  
Checklist Mind Map, Story Board, Concept Level, Any Other Research Mind Map: I have created a mind map and appended it under the title ‘Mind Map.’ This should now be completedStory Board: I have moved my Story Board under the ‘Story Board’ heading. This was under the ‘Story’ heading and was marked as incomplete. This should now be completedConcept Level: I have created a Concept Level Design and pasted a screenshot under the heading ‘Environment’ alongside the tile set used to create it. This should now be completedAny Other Research: I have researched about other related games and pasted the URLs into the Research Links table. This should now be completed

Summary 

What went well?

One strength of the game was the interesting collectibles and exploration aspect. Several people who gave feedback mentioned the map size and other fun elements, I wanted the game to be fun and interesting with lots of things to do. I believe from the feedback given I have accomplished this as everyone gave a 5/5 rating with only a few negatives.  

Another fun aspect I implemented is the side quests. Again, mentioned in the feedback I received was the fun side quests alongside the ARPG combat system. This style of combat fits the game very well as it most resembles the Star Wars action scenes but with a retro game feel.  

Talking about retro games, the graphics for the final demo were inspired by the Disney+ series Andor. I tried to factor what materials were available on the planet Kenari and use those to picture how they would have built their structures. 

What were the strengths and weaknesses of the tools, methods, and skills? 

Pyxel Edit – One of these tools would be Pyxel Edit, which is a pixel art software used for making tile sets and animations. I used this for designing the assets for the game, such as characters, objects, and backgrounds.  

  • Advantage – The advantage to this is that Pyxel Edit makes it easy to recreate things in a pixel art style.  
  • Disadvantage – I found that converting the images into GameMaker was challenging, I had to combine all the sprites into a sprite sheet, then import it.  
  • Methods and Skills – I learned to make animations and pixel art characters in my lessons and applied these skills to game production. The methods I used were squashing and stretching, shading, and highlighting sprites to add personality to the characters.  
  • Other Tools – There are other tools which have a similar purpose, but that Pyxel Edit was good enough for this project. However, in the next project I would reconsider this tool and find another which I could use at home too.  

GameMaker – Another tool I used was GameMaker, a 2D game engine which was designed to be easy to use and beginner friendly. GameMaker is an environment for creating assets, writing code, and making games. This tool was the most important as it allowed me to create the Andor-Lorian without the unnecessary back-end development.  

  • Advantage – A benefit to using GameMaker is that Yoyo Games (The creators of GameMaker) made their own pre-defined functions which helps new people shorten their code and make it easier to read and understand, this is really where I could apply the skills, I had learned in previous programming languages.  
  • Disadvantage – However the drawback to this is that I would have to scan their documentation on each of these many hundreds of functions and learn the differences between them. This was difficult in the beginning, but I eventually figured it out.  
  • Methods and Skills – The methods I used were the functions and scripts which I coded to make the programming experience easier and more organized. The skills would be the ability to code these functions and scripts to make the game work.  
  • Other Tools – GameMaker was the tool I was introduced to and recommended to use for this project, but I could dabble into other game engines such as Unity or Unreal for future projects.  

Storyboards and Mind maps – I used storyboards to layout the story of the game so I could use it as a reference when designing the game. I used mind maps to map out the topics related to the game such as original IP, franchise IP, platform, genre, audience, etc…  

  • Advantage – Mind maps and storyboards allow for an organized set of instructions to be created and a visual way to represent them.  
  • Methods and Skills – The skills I used were drawing and mapping. 
  • Other Tools – The mind map  

Communication methods and their Effectiveness 

Research is important to gather information about my game, I need both quantitative and qualitative sources of information to give me an idea of what was good and what was not. I used  

I showed my family my game and let them play it, they gave me some feedback which I implemented. They suggested the moving text seen in Star Wars, as well as some background music. I found this helpful because it was a clever idea that I had not thought about before, and it improved the aesthetics of the game. 

My game has been play-tested and I have received some feedback through the feedback from I created. This feedback will be used to improve my game and see where I can improve in the future. I will comment on the feedback and give my opinion on their comments where applicable. 

  1. How would you rate the game out of 5? 

The average rating of the game across all 7 respondents was 5/5. I am happy that everyone enjoyed the game. 

Value – This information is not valuable to me as it is a closed question and does not explain why the rating was chosen.  

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust although they may seem quite high considering the considerable number of other games they play-tested. 

  1. Did you get confused by the controls or what to do? 

Everyone who played the demo did not get confused by the control scheme of the game. This was likely because of the generalized control scheme I implemented that most common games use. This was a design choice that was necessary to provide an easy understanding of the game’s controls for new people playing my game. The controls for any game are vitally important to allow the player to immerse themself in the game and not feel unfamiliar with a new button layout. An improvement I can make in the future is to add a customizable key bind changing menu in the options screen. 

Value – This information is valuable to me as it tells me as the developer of the game if the player was confused by the controls. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

  1. Is the graphics of the game suitable for the target audience of ages 12-16 

Everyone who played my game thought the graphics of the demo were suitable for the target audience, being 12-16. 

Value – This information is valuable to me as it tells me as the developer of the game if the player thought the game would be suitably categorized in the 12-16 age range. 

Validity – The validity of this question is highly valid because the respondents have played games within that age range and have seen what styles those games have for them. 

  1. Were you engaged while playing the game or were you uninterested? 

Everyone who played my game was engaged by the gameplay. 

Value – This information is valuable to me as it tells me as the developer of the game if the player was interested or uninterested while playing. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game. 

  1. What made you engaged? 
  • Alfie was engaged by the graphics and game mechanics and thought they were awesome. This is just a demo version of the full game and most of the assets and mechanics have not been shown yet, so I am pleased to see someone enjoy the game. 
  • Aiden said the art style and map size was the reason they were engaged while playing, and I would agree as the varying landscape, buildings and general layout of the map was specially designed to promote exploration. 
  • Evelyn noticed the interactable NPC which you could talk to. They thought that element of the game was fun and therefore made them engaged. 

Value – This information is valuable to me as it tells me, as the developer of the game, why the player was engaged. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

  1. What made you get uninterested? 
  • Fabian claims that the player attack sequence was not working most of the time. This could be because of a range of things: 
  • The player was not facing the enemy when attacking 
  • The player was not close enough to the enemy to be hit 
  • Or the player was in an animation, disabling the attack from being processed. 

These reasons are mainly user errors, however there could be another reason: 

  • The Animation while attacking generates a dynamic hit box in front of the player (determined by the direction at which the player is facing) which, when collided with an enemy, deals damage to said enemy. The Enemy may simply be outside of this hitbox and may seem like the enemy was not hit. 
  • Aiden thought the game was repetitive. This game is just a demonstration for the full game, it may seem repetitive because there is only one mission and only one side quest, leaving the absence of replay ability. This is intentional to present the core mechanics of the game and show a demo version of what the full game will be like. 

Value – This information is valuable to me as it tells me, as the developer of the game, why the player was not engaged. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

  1. What about the demo was good? Was there anything that interested you? 
  • Jaymee-lee said that the number of collectibles and things to explore interested them. This was intentional to add interest to the game. 
  • Evelyn noticed the side quest and combat was fun. I am glad to see someone enjoy the mechanics of the game; I will continue this in future iterations of the game. 

Value – This information is valuable to me as it tells me, as the developer of the game, what interests the player while playing my game. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

  1. What about the demo was not good or needed some work? 
  • Alfie noticed that the level was too easy to leave. This was not intentional, the area Alfie is talking about is the cave entrances, which lead to the end screen of the game. Previously, the boulders that were covering the cave – preventing the player from walking into them – had no collision, this was why the game ended prematurely. I have ticked the box inside of the boulder object which enables collision with the player, this means that the level will no longer be accidentally completed. 
  • Jaymee-lee noticed that they kept rolling accidentally, causing them to roll into walls. This ease to roll into walls was not intentional, however it is there for the aesthetic effect. This could be fixed by implementing a roll cooldown to prevent the player from rolling consecutively. 
  • Aiden said that there was a lack of enemy diversity, I agree with them. The only enemy type in the game is slimes, originally a placeholder for other enemies like stormtroopers and guards. In future versions of the game, there will be more enemies with unique animations and attack sequences. 

Value – This information is valuable to me as it tells me, as the developer of the game, what needs some work to optimize the experience and immersion. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

  1. Did you like the mechanics of the game (Rolling, Throwing, Primary and Secondary Attacks, etc…)? What would you add / change? 
  • Alfie said that a gun would be a nice addition to the game, however there is already a gun which the player can use to shoot horizontally or vertically across the screen. This can be accessed by both having the gun equipped (Pressing ‘E’ will cycle between your secondary attacks) and having ammo for the gun. 
  • Jaymee-lee reiterates that the cave was too easily enterable. This has been fixed as previously mentioned and is no longer enterable until exploded by the ‘bomb’ secondary attack. A warning was a good suggestion, I could add a sign with a skull, implying the sense of danger. This is because in the full game, I originally wanted the cave entrance to send the player to a new section of the map. 

Value – This information is valuable to me as it tells me, as the developer of the game, what mechanics the player likes and dislikes. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

  1. Finally, is there anything you would like to see added in future versions of the game? This could be changes in the UI, Gameplay, Mechanics etc… 
  • Alfie would like to see guns and explosions added to future updates. However, the game already has guns and explosions in the form of blasters and throwable bombs. I am not entirely sure what Alfie means by this, so I could add more of this element to the game, as this could be something Alfie missed during the playtesting of the game. 
  • Fabian wants to see more levels to the game, and as the mission select menu suggests, there will be more levels in future updates with more mechanics and better storytelling. 
  • Finally, Evelyn wants to see sound added to the game. This was originally in the game but did not save properly.  

Value – This information is valuable to me as it tells me, as the developer of the game, what I could add in future updates to the game. 

Validity – The validity of this question is highly valid; these are ratings directly produced by the respondents after playing my game and have an element of trust. 

Conclusion 

To evaluate, the feedback I received from the form was an extremely helpful communication method as it formed an idea of what could be done in future renditions of the game. This was an effective choice of communication as it conveys the positives and negatives of the game in both quantitative and qualitative sources of research; being the open and closed questions presented in the form. From this information, I can think of ways to keep the positive things mentioned in the game and improve on them, while adding / removing features which limit the negative feedback. 

Sources 

Research Links 

Number Source Reference  Link 
[1] Ferrix www.starwars.com 
[2] Kenari www.starwars.com 
[3] Lego Star Wars Franchise Lego_Star_Wars_Wicki 
[4] Market Research – Gender www.statista.com 
[5] Maarva Andor Maarva Andor | StarWars.com 
[6] B2EMO B2EMO | StarWars.com 
[7] Elite Imperial Death Troopers Imperial Death Troopers | StarWars.com