πŸ› οΈ Paranormal Research Society Playtest: Breaking down first-time UX, clarity, and game feel in this stylish anime FPS concept! πŸ‘‡ Read the full feedback with timestamps at https://akton.one/pt/paranormal-research-society/ (optimized!) or below!

Playtest Type: Blind (First-time player with zero prior knowledge). This mimics the real launch experience to see if players get confused and abandon the game early.
Focus areas: Onboarding clarity, UI/UX, game loop, pacing, and readability.

In case you feel like you want to support me helping my cause: β˜• https://ko-fi.com/akton1
In case you are a dev, like my report and would like me to test your game: https://ko-fi.com/akton1/commissions
Want to try playtesting and earn a bit of money? I have good experience with Play2Review, might as well use my referral link! https://play2review.com/auth?mode=signup&ref=349D6B86

🎬 Trailer & Presentation

Liking the overall concept immediately; anime + FPS hook feels appealing (00:00:14)
First call intro felt strong, immersive, and well-voiced (00:01:17)
One early segment dragging slightly due to darkness/lack of engagement (00:01:26)
Font choice standing out negatively; feels mismatched to style (00:02:55)
Shooting the enemy in darknes feels too long for the trailer (00:01:22)

⏱ First 5 Minutes Impression

Strong first impression from intro delivery and voice acting (00:01:17)
Visual style and character presentation feeling unique and appealing (00:02:31)
Immediate friction with font readability and UI clarity (00:02:55)

🧭 Onboarding, Goals & Feedback

Feeling overwhelmed trying to read dialogue while actively playing (00:07:37)
Wanting control over dialogue pacing instead of auto-play (00:08:02)
Not clearly understanding objective (kill vs collect) early on (00:26:44)
Deposit mechanic lacking feedback clarity (should visually change state) (00:10:44)
Unclear UI elements (blue effect, box purpose) (00:25:16)

πŸ”₯ Fun Factors & Peak Moments

Anime style and voice akting, setting, hideout, fun ghosts, humor, the toilet sound πŸ‘
Start screen showing characters
Boss was easy but fun had cool animations, great you talk to him then (00:32:14)
Unique emotional contrast: liking enemies while fighting them (00:08:34)
Visual effects (lighting, textures) feeling polished and enjoyable (00:09:45)
Enemy design charming and memorable (00:35:37)
Collecting info about thosts πŸ‘

πŸ’‘Ideas

Adding manual dialogue progression (button-based) for better pacing (00:08:02)
Stronger visual feedback for interactables (e.g. deposit changing color) (00:10:44)
Expanding crew room concept into deeper system or narrative hub (00:34:25)
Increasing story presence between gameplay segments (00:35:18)

🐞 Bugs / Crashes

Possible unintended instant kill or unclear damage spike (00:43:04)
Moment that felt potentially unintended or unclear behavior (00:42:29)

🎯 Game Loop & Motivation

Loop understood later as collect β†’ deposit rather than combat-focused (00:36:29)
Fun scenes and characters and collecting ghost samples πŸ‘

😴 Boredom Threshold

There will be different weapons so a bit variety wouldnt be bad, but the story and characters carried my interest enough for the simple combat
Repetition of same level reducing engagement over time just changing the layout a bit would be interesting that and difficulty level for each so they can repeat (00:22:42)
I think all kinds of fun plots, levels and bosses are possible for this game.

πŸ‘What works well
Perticuarly liked the bullet hit animations.
Strong and unique art style with cohesive textures (00:06:52)
Excellent voice acting and intro delivery (00:01:17)
Creative 2.5D anime presentation working surprisingly well (00:33:58)
Enemy design both fun and visually appealing (00:35:37)
Core gameplay simple but enjoyable (00:32:14)

⚠️Biggest friction points

Dialogue readability during gameplay (too much cognitive load) (00:07:37)
Lack of clarity in objectives and mechanics early on (00:26:44)
UI feedback not guiding actions clearly (deposit, damage sources) (00:10:44)
Some UI elements unexplained or unnecessary (00:25:16)

#gamedev #indiedev #playtest #uxdesign #indiegames #feedback #gamedesign #firstimpressions #uiux #unitygames