My dissertation project, "When Should Assistance in Games be Emphasised?", investigates how different methods of player assistance impact skill, fun and difficulty perception. Using a custom-built Unity testing environment, I conducted a comparative study between No Assistance, Visible Guidance, such as diegetic markers and environmental cues, and Invisible Assistance, mechanical "forgiveness" logic like Coyote Time and Input Buffering, examining how it affects players, while proposing solutions and suggestions for future implementation of assistance in games.
UPDATE - 03/06/2026 - I have uploaded a new version of the artefact where everything is in one scene that can be toggled on and off using a menu and has added controller support. This menu is only usable via controller currently. This leads to a more solid testing experience instead of having to swap between project files, but I am keeping the original version up as it is the version that was used in testing and it's setup is important to the results.
