Once we've implemented the basic gameplay we must test. In fact you test almost since the beginning of the implementation, it's a constant testing, adjusting and adapting. It is very important to see how the basic mechanics are related to each concrete level. We might try certain mechanics in a determined level and they work well, and the same mechanics which seemed to work in the previous scenario don't work in another one. So we must see how mechanics work at different levels, and if they work different, if the result is too variated, we must look for an intermediate result. Obviously, our main worry is getting a fun experience to our player, to our target. And at a difficulty and ability level, it is very important to adjust the game experience. This also involves taking into account how much learning we are forcing the player to make, how much practice will he require to pass the level. And this has a lot of influence in the gameplay style, if it's casual, arcade, hardcore, etc. and obviously, as we have said before, the relation with the other levels, which takes us to all what we talked on in the theoretical part on the progression of the different levels and gameplay to get the fun experience through the game's lifespan. So, testing means testing, testing and testing, testing a lot of things and testing them many times, even by many different people, and not taking anything for sure. And well, enjoying the fact of adjusting and adapting until we define the kind of game, the kind of experience, and in the end the result that we have had since the beginning. We also use the testing part to fix errors, both from the design part and later when we are testing and there is a definitive art and even definitive technology, it is also useful to fix errors from these departments. And in the end, improving the player's experience that is the final objective from testing: improving the experience our player will have. When we say that what we are testing requires changes and improvements we can change many things, especially about the mechanics parameters. We can change the scenario, its morphology, add an extra room, modify each location, room and existent division's elements, and mostly the enemies which in most of the games are really important and key mechanics. The enemies' distribution, their location on the scenario, the amount of enemies that are around, certain enemies' attributes such as their resistance, the amount of damage they can deal and the amount they can receive, and another behaviors such as the fact that maybe they can have a different route or a different path in the level. They are small adjustments that can be made and that can variate the experience with the enemies a lot. What else? In example, boosters. For example, in the prototype we are seeing we could put a small element, a heart or something similar, that would recover our health, or another booster that would make our weapon deal more damage. The elements everybody knows, that are in many games and that give more variety to the gameplay inside a level and are easy to set and be put as objects that can be picked up through the scenario. What else can we improve? More puzzles than challenges. That is, a bit more about problems solving, about giving an objective that will have part of the non-detailed info, that must be deduced, that needs to combine different mechanics to solve those puzzles and challenges. Also elements that support the experience, such as non-playable characters, art elements, story elements, that help giving more body to the experience given in each level, despite they aren't specifically linked to gameplay. And finally the obvious, that is a small summary, is that if something doesn't work in the level, if it doesn't give the desired experience, maybe we must add new mechanics, go back to a conceptual phase, and what can we add to this level to make it special? We create new mechanics and implement them. Well so, let's go back to Unity to see how the whole level looks like and if we can modify some parameters and which effects they will have. Let's pass the entire level. But first we will disable the interface part that tells us the enemy's health, because it usually doesn't appear, and we had put it to basically check while we were implementing if the shooting and damage mechanics were being properly implemented. Well, now it's disabled, lets go and check if we can pass the level without dying a lot. It's obviously not the same playing for the first time, as most of the players will, than someone who has already played many times. When you have played many times, obviously, you detect patterns and optimize your ability to solve the different puzzles and the different enemies. Here we have an enemy that approaches so we must have precision, now we don't have the life bar and we don't know its health. Here it's harder, we have 2 enemies shooting at us, and if we don't aim properly we will be in trouble. They are static enemies. This is new. Here we can see another enemy and we know that if we went in we would find it, which will follow us and is a small surprise element. We must try to avoid that it touches us. With this first enemy wave we can see that in this case we lost half of our health bar. It is always good to see how someone can solve the level depending on the damage received, and also being careful, because as it is the last zone it will be a bit more complicated. OK. And I survived the last jumping zone. Now comes the hardest one. And we're at the end. We have survived quite well, so let's quit. What can we say? To begin I can say that in life units and health points, each projectile takes away 10HP from enemies. The main character takes away 10 HP from the enemies and the main character has, in this case, 500HP, which can be changed with the different parameters of the many elements we have built in the project through the different scripts we have built. And the enemies have 100HP. The fact is, if we think that it is more or less hard, we adapt it and we give it more capacity to be damaged or to avoid damage. This would be a first change. Next we will make some changes to slightly modify some vision ranges so that they detect the objective earlier and shoot further, and also some enemies' locations.