Observations
The prototype was tested by eight different persons, and their behaviour towards the game and interface was noted of. We also asked for their feedback to get a clearer picture of which aspects of the game were implemented well and the ones which need further improvement. We advised the users to first start with a simple tutorial which was created with for the purpose of helping the users familiarise themselves with basic game mechanics such as option selection and grabbing objects. The following points describe our observations on the VR prototype:
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Certain users skipped the option of the tutorial and had very little knowledge of what they were meant to do in the game. As a result, a forced mini-tutorial should be placed onto the players for the first minute of the game in the form of hints that disappear once a game mechanic is learned.
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It was noted that some of the users experienced confusion after finishing the tutorial and starting the actual game. This is because some of the users could not figure out what objects were interactable and which weren't. They were also unaware of the main objective of the game. This problem could be addressed by providing the users with some type of narrative, or adding more to the interfaces by somehow marking the objects which could be interacted with (such as an exclamation mark hovering on the object or a glow effect).
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Another observation is that most of the users tried to interact with the wardrobe inside the scene by grabbing the knob, when in reality it should be opened by pressing a button on the menu hovering next to it. This may imply that the grabbing motion is more natural for the users in some cases, instead of choosing options from a menu.
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Positive feedback was given about the prototype, as many praised the the overall atmosphere of the room, particularly the small details in the furniture. The atmospheric feel was also enhanced through the background music of the game.
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Furthermore, the prototype was found to be pretty engaging and realistic as most users kept wondering around the room trying to interact with more stuff even though they had already interacted with everything they could.
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Users were a bit nervous when first trying the game but gained confidence quickly and managed to walk around with the VR set comfortably after a minute. It should be noted that half the users were able to grasp the 'grabbing object' mechanic faster than the other half. Perhaps the addition of a grabbing hand animation would assist users who struggle to perform it at first.

ABOUT OUR GAME
The game evolves around the setting of an escape room, where the player has to make some decisions and solves particular puzzles to be able to finish the game. With each decision or puzzle solving, the game changes accordingly, creating a different experience for each user. This might also lead to different endings, which will be based on the user's behavior in the game.
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We aim to implement this game on a VR platform, immersing the user within the game scene. It will contain background music and sound effects which will compliment the game's plot and setting. Furthermore, it will contain animations, possibly even short cinematic, mirroring the actions being done throughout the game, engaging the player even more.
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The players will be provided with the right instructions guiding them through the game's mechanics, hence, the user can play even if s/he has no previous experience in VR games.