5. Evaluation
5.1 Qualitative Evaluation
Interface | Issue | Heuristic(s) | Frequency (0–4) | Impact (0–4) | Persistence (0–4) | Severity = (F + I + P) / 3 |
---|---|---|---|---|---|---|
Game UI | The color contrast is not distinct, making it difficult for players to see clearly. | Aesthetic and minimalist design | 3 | 2 | 3 | (3 + 2 + 3) / 3 = 2.67 |
Game Rules | Players think they can step on monsters and do not understand the function of the mushroom, making the game rules unclear. | Help and documentation | 4 | 3 | 4 | (4 + 3 + 4) / 3 = 3.67 |
Controls | Using the space key for jumping does not align with user habits and is not easy to operate. | Flexibility and efficiency of use | 3 | 2 | 3 | (3 + 2 + 3) / 3 = 2.67 |
Game Objects | Players believe that brown is a toxic color and touching it will cause them to lose health. | Consistency and standards | 2 | 2 | 3 | (2 + 2 + 3) / 3 = 2.33 |
Exit Option | There is no clear exit option. | User control and freedom | 3 | 3 | 4 | (3 + 3 + 4) / 3 = 3.33 |
5.2 Quantitative Evaluation: NASA TLX & SUS
Objective
This report aims to evaluate the user experience of the platformer puzzle game “Capoo” at low difficulty (L1) and high difficulty (L2) using quantitative methods, comparing workload and usability differences.
Background
NASA TLX is a tool for measuring subjective workload across six dimensions (Hart & Staveland, 1988). SUS is a reliable usability assessment tool (Brooke, 1986). This study combines both methods to analyze the impact of Capoo’s difficulty on player experience.
Goals
- Quantify the workload (NASA TLX) and usability (SUS) of Capoo at L1 and L2.
- Use statistical tests to determine the significance of differences.
Methodology
Participants
- Number: 10 volunteers.
- Characteristics: Classmates with no specific gaming experience requirements.
- Selection Method: Random recruitment.
Experimental Design
- Difficulty Levels: Capoo includes L1 (low difficulty) and L2 (high difficulty).
- Testing Order:
- 5 users played L1 first, then L2.
- 5 users played L2 first, then L1.
- This minimizes learning effects.
Data Collection
- Tools:
- NASA TLX: 6 dimensions (raw scores).
- SUS: 10-question survey.
- Procedure: Each user played one difficulty level and then filled out the NASA TLX and SUS forms, resulting in four scores per participant.
Scoring Method
- NASA TLX: Dimension score = (Rating - 1) × 25, Total score = (∑ Dimension scores) / 6.
- SUS: Odd-numbered questions = Rating - 1, Even-numbered questions = 5 - Rating, Total score = (∑ Score contributions) × 2.5.
Data Analysis
- Tool: Wilcoxon signed-rank test.
- Significance Level: α = 0.05.
Results
User ID | L1 NASA TLX | L2 NASA TLX | L1 SUS | L2 SUS |
---|---|---|---|---|
V1 | 12.5 | 16.67 | 55 | 50 |
V2 | 20.83 | 20.83 | 45 | 35 |
V3 | 29.17 | 33.33 | 55 | 55 |
V4 | 20.83 | 25 | 45 | 42.5 |
V5 | 29.17 | 29.17 | 52.5 | 50 |
V6 | 37.5 | 41.67 | 37.5 | 40 |
V7 | 33.33 | 37.5 | 42.5 | 45 |
V8 | 8.33 | 16.67 | 37.5 | 40 |
V9 | 37.5 | 45.83 | 35 | 35 |
V10 | 16.67 | 20.83 | 55 | 42.5 |
- Averages:
- L1 NASA TLX: 24.58, L2 NASA TLX: 28.75.
- L1 SUS: 45.5, L2 SUS: 43.5.
Graphical Representation



Statistical Analysis
- NASA TLX:
- Wilcoxon test result: W = 36 (n=8, excluding zero values).
- Critical value (n=8, α=0.05): 3.
- Conclusion: W > 3, no significant difference.
- SUS:
- Wilcoxon test result: W = 24 (n=8, excluding zero values).
- Critical value (n=8, α=0.05): 3.
- Conclusion: W > 3, no significant difference.
Discussion
Interpretation of Results
- Workload: L2 NASA TLX (28.75) is slightly higher than L1 (24.58), mainly due to increased physical demands (e.g., jumping) and mental effort (e.g., puzzle complexity), but the difference is not significant.
- Usability: L1 SUS (45.5) is slightly higher than L2 (43.5), suggesting that the increased difficulty of L2 slightly reduced perceived usability, but not significantly.
Comparison with Expectations
- It was expected that L2 would have a higher workload and lower usability. The observed trend aligns with expectations but does not reach statistical significance, possibly due to insufficient difficulty differences.
Design Insights
- Increase the difficulty of L2 by making jumps and puzzles more challenging to amplify workload differences.
- Optimize L2’s control smoothness (SUS Q1 and Q6 had lower scores) to reduce inconsistencies.
Limitations
- Small sample size (10 participants) limits statistical power.
- The difficulty difference between L1 and L2 may not be significant enough to fully reflect puzzle and platforming challenges.
Conclusion
Capoo’s L2 workload is slightly higher than L1 (28.75 vs 24.58), and its SUS score is lower than L1 (43.5 vs 45.5), but neither difference is statistically significant (NASA TLX W = 36, SUS W = 24, p > 0.05). It is recommended to enhance L2’s difficulty and optimize control experience to improve player immersion.
Appendix
Game Design Updates
- Enhance L2 Jumping Difficulty: Increase platform height and introduce moving obstacles to heighten physical demand.
- Optimize Puzzle Consistency: Standardize puzzle hint styles to improve SUS Q4 (consistency) scores.
- Implement Dynamic Difficulty Adjustment: Adjust jumping and puzzle complexity based on player performance.
5.3 Code Testing and Debugging
We used black-box testing with equivalence partitioning to validate the game. Test cases were designed based on input types and game states, without looking at the internal code. We focused on transitions (e.g. main menu to level select), controls (e.g. movement, jumping), and interactions (e.g. keys, traps, water). Each feature was tested using representative inputs from different equivalence classes to ensure correct behavior.
ID | Description | Precondition | Test Steps | Expected Result |
---|---|---|---|---|
TC-01 | Game Launch and Main Menu Test | Launch the game | 1. Start the game2. Observe the main menu | - Game resources load correctly- “Capoo” title appears on the main menu- “Press ENTER To Start” prompt is shown- Background and cloud animation display properly |
TC-02 | Transition from Main to Level Menu | Game is at the main menu | 1. Press ENTER on the main menu | - Game state changes from START to LEVEL_SELECT- Level selection screen displays correctly- “Use LEFT/RIGHT To Choose Press SPACE To Start” prompt appears- All level options are visible, with the current one highlighted |
TC-03 | Level Selection Functionality | Game is at level selection screen | 1. Press LEFT arrow key2. Press RIGHT arrow key3. Observe changes | - LEFT arrow decreases selected level index (unless at first level)- RIGHT arrow increases selected level index (unless at last level)- Selected level is highlighted |
TC-04 | Level Loading Function | At level selection, one level selected | 1. Press SPACE | - Game state changes from LEVEL_SELECT to PLAYING- Selected level loads and displays correctly- Character appears at initial position- Level background, terrain, and items are displayed correctly |
ID | Description | Precondition | Test Steps | Expected Result |
---|---|---|---|---|
TC-05 | Basic Character Movement | Game is in PLAYING state, character on ground | 1. Press LEFT2. Release LEFT3. Press RIGHT4. Release RIGHT | - Character moves left and faces left when LEFT key is pressed- Character moves right and faces right when RIGHT key is pressed- Character stops moving when key is released |
TC-06 | Flying When Merged with Potion | Game is in PLAYING state, character merged with potion | 1. Press SPACE2. Hold SPACE3. Release SPACE | - Character flies upward when SPACE is pressed- Keeps flying while SPACE is held- Falls when SPACE is released |
TC-07 | Separation from Potion | Game is in PLAYING state, character merged with potion | 1. Press S | - Character separates from potion- Potion pops upward- Merge wall disappears (merge layer invisible) |
TC-08 | Potion Ejection After Separation | Game is in PLAYING state, potion and character separated | 1. Ensure potion is landed or stuck to wall2. Press A to test left ejection3. Press D for right | - Potion can be ejected from ground/wall- A triggers left-upward ejection- D triggers right-upward ejection- Potion has proper initial velocity and gravity scaling |
TC-09 | Climbing Feature | Game is in PLAYING state, near climbable wall | 1. Move character near wall2. Press UP3. Press DOWN | - Wall is detected as climbable- UP moves character upward- DOWN moves character downward- Gravity doesn’t apply while climbing |
TC-10 | Automatic Remerge with Potion | Game is in PLAYING state, potion and character separated | 1. Move character close to potion | - Potion automatically merges when close- Potion appears on back- Merge wall becomes visible again |
ID | Description | Precondition | Test Steps | Expected Result |
---|---|---|---|---|
TC-11 | Spring Mechanism | Game is in PLAYING state, level contains spring bed | 1. Move character onto spring bed | - Character gains upward speed- Bounce height exceeds regular jump- Spring sound plays |
TC-12 | Collecting Keys | Game is in PLAYING state, level contains visible key | 1. Move character to contact key | - Key disappears on contact- Key count increases- UI updates- Key collection sound plays |
TC-13 | Level Completion | Game is in PLAYING state, all keys collected | 1. Move character to touch the flag | - State changes to LEVEL_COMPLETE- Completion screen shows- “Level Complete!” and continuation options appear- Completion sound plays |
TC-14 | Switch and Mechanism Wall Interaction | Game is in PLAYING state, level contains switch and wall | 1. Touch switch2. Observe wall3. Touch switch again | - Switch changes state- Wall moves to target- Pressing again returns wall to original- Switch sound plays |
TC-15 | Water Hazard | Game is in PLAYING state, level contains water area | 1. Lead character into water | - Character dies- Message “Cats dissolve easily in water!” shown- Respawn at starting point- Death sound plays |
TC-16 | Trap Hazard | Game is in PLAYING state, level contains traps | 1. Lead character into trap | - Character dies- Message “You are trapped!” shown- Respawn at starting point- Death sound plays |
TC-17 | Potion Falling into Water | Game is in PLAYING state, potion and character separated, level has water | 1. Make potion fall into water | - Game resets- Message “No water with my pot!” shown- Character and potion respawn and remerge- Death sound plays |
TC-18 | Ice Surface Limitation | Game is in PLAYING state, level contains ice surface | 1. Move character onto ice2. Attempt to jump | - Jumping is disabled- Message “Ice! You can’t jump!” shown |
ID | Description | Precondition | Test Steps | Expected Result |
---|---|---|---|---|
TC-19 | Help Interface | Game is in PLAYING state | 1. Press H to show help2. Press any key to close | - H key shows help overlay with game controls- Any key hides help and returns to game |
TC-20 | Level Reset | Game is in PLAYING state | 1. Press R | - Character resets to start- All keys reset- Switches and walls reset- Message “Restarting level…” shown- Death sound plays |
TC-21 | Return to Level Selection | Game is in PLAYING state | 1. Press ESC | - State changes to LEVEL_SELECT- Character and level state saved- Level selection screen shown |
TC-22 | Post-Level Completion Options | Game is in LEVEL_COMPLETE state | 1. Press any key (except ESC) to continue2. Press ESC after completion | - If not last level, any key starts next level- If last level, any key returns to selection- ESC returns to selection in all cases |
5.4 Summary
The evaluation process confirmed that Capoo is easy to use and cognitively manageable for casual players, even as difficulty increases. While workload and usability metrics did not show significant shifts, qualitative feedback provided actionable insights for polishing level design and improving onboarding. Heuristic evaluation revealed critical UI flaws that were successfully addressed. Ongoing testing ensured stability, performance, and a better user experience across devices.