Ergonomics It’s crucial for a game to be ergonomically polished. Good ergonomics allows the player to focus on the most important thing of all: gaming. When done poorly, the “software” side of a game will ruin everything. A good game allows the player to adapt the application to its liking so that he is comfortable when experiencing what the game has to offer.
The ergonomics of Space barnacle are weak. The game is too rigid and does not adapt well to a player’s need. The first problem is that it is impossible to resize the window. It is important to allow the player to resize the window to his liking. Even if the game only offers few fixed resolutions, the game will be easier to use.
Another problem is that the player cannot configure the game to match his preference. The player cannot adjust the sound and music volume, cannot remap the keys or use a joystick. As a matter a fact, the player has no control over the settings of the game. It’s important to let the player decides if he wants to hear or not the cool chip tunes or sound effects the game features or to use or not the default control scheme.
When using game platforms with established standards, such as windows, it is primordial to follow its rules. The player will expect certain behaviors from certain actions and if the game doesn’t act in a similar way as the platform, the player will be irritated. For example, the ESC key in windows always means Escape. So, in the main menu, pressing this key shouldn’t bring the player to the game screen, it should close the game.
Speaking of this topic, the game must always ask for a confirmation before doing something crucial such as leaving. I always follow this simple rule: whenever an action from the player will result in him leaving the game or make him loose some kind of progress, the game must ask for a confirmation. So, when saving, erasing, resetting, exiting a game and exiting the application, the game has to ask the player if that’s his true intention. The game cannot know when the player miss-clicks or external factors press an undesired key. For example, when using confirmations, if the player’s cat decides to jump on the keyboard and lands on ESC, the player can answer “No” to exiting the game and will not loose 3 hours of gaming.
In the main menu, the player should always know what to do. Instead of having the controls scroll across the screen, the game should simply display them permanently.
The game cries for pauses and a saving system. It’s important to allow the player to take a break and stop playing when he feels to. Including a save system shouldn’t be much of a problem since the game has already a checkpoint structure. By allowing the player to save and pause, the game can easily grow to great proportions without irritating the player. Of course this direction means that the game would need a saving and loading screen of some sort.
To recapitulate, Space barnacle really needs to work on its ergonomics.
1-There is no window resizing
2-ESC key should always mean exit or cancel and should not make the player progress.
3-The game should feature confirmations when exiting the game and the application
4-The main menu needs to display the possible actions permanently
5-The game needs a pause system as well as a way to save progress.
Accessibility Strongly linked to the ergonomics, the game’s accessibility allows players with restricted systems to enjoy the game. Can a player who doesn’t have speakers play the game as well as one who does? Are the important messages expressed in various ways so that all can understand it no matter what?
Space barnacle is very accessible. If it were not from the fact that a player cannot resize the window in order to see better, everything would be fine. The game expresses all the important messages using text, images and sound. All dialogues are written and there are clear visual cues whenever the player acts within the game.
All in all, the game is quite accessible.
StabilityThere’s nothing more frustrating than having a game crash when playing. It’s the worst thing that can happen to a player. Not only is he robbed from his fun but he is brutally reminded that all that he has done was fake, fixed, encoded. And on top of that, the message that explains him what happened makes him feel like a moron because it’s simply unintelligible. That’s why a game has to be extremely stable.
Space barnacle has not crashed while I played. I tried numerous times but the game kept on running smoothly. Well, almost. Although it never crashed, the game is heavily bugged. I have found many wonky behaviors in the game but luckily, none of them was nasty enough to trash the experience.
The game will need a good clean up but the situation is not critical, especially knowing that the development was somewhat rushed. I have listed a few bugs along with some comments at the end of this grind.
Conclusion So there you go! Space barnacle is an interesting title full of potential but still needs a lot of work. The game is emotionally un-involving, the immersion and continuity is frequently broken, there is a lack of motivational elements for the player, there are flaws in the intuitivism of the game, many exploration elements are weak, the ergonomics are jagged and the game has many bugs. Nevertheless, the game shows great stability and accessibility and is still very fun to play, The controls are responsive and the artistic direction taken is interesting and well crafted. The game is still at its early stage so it is normal to have many issues to deal with. Team doomlaser has a lot of work to do but at least they have something good in their hands and they are building on good framework.
Bugs appendix
• Health will not reset when falling in a pit.
• Pressing arrows or fire button bugs the death screen
• In the introductory scene, the ray doesn’t hit the ship at the right place.
• The text displayed when getting the new gun is displayed too fast to be read
• The music cues are only made in key screens instead of happening in each screen, which causes some music to remain turned off when respawning.
• For some reason, the space ship disappears after meeting with the father.
• The elevator’s height is too short. It’s easier to get on top of it than inside.
• The laser beam should warn before appearing

• The avatar is blocked by the red block when he should simply jump next to it with ease.

• When killing the jumping red guys in the air, they remain in the air.

• When dropping down the following pit, the character dies even though he’s supposed to appear in the previous screen.

• The door has locked itself making it impossible to revisit the previous area.
• Various elevator problems


• The player is frequently found in empty screens without anything to tell him if he is moving or not.

• The background artwork sometimes feels rushed and incomprehensible

• Various ladder problems


• The player can find himself off-screen


• The player can shoot enemies that are off-screens but enemies will not attack

• Some areas suffer from slow downs, such as this one

• Certain jumps causes the screen to change when not supposed to

• Here is a suggestion to make the first area of the game easier to play and more emotional. In this screen, the player will start next to the crashed ship. He will then proceed to the left where he will find his father. Then, he will see him die. Here, the player can explore safely but still can kill himself if he truly desires to.

Voila!
Now, let's discuss! And don't be shy to tell me if you feel there is something wrong with my criticism!
Guert