๐ŸŒ€ Feed The Void Playtest: First impressions on UX clarity, card synergy, and onboarding gaps in this atmospheric deckbuilder. ๐Ÿ‘‡ Full developer feedback report & timestamps below!

Read the full feedback with timestamps at https://akton.one/pt/feed-the-void-by-barribob/ (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 economy.

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๐ŸŽฌ Trailer & Presentation
Logo feels like an unclear frame/screenshot rather than a strong identity (00:13)
Key gameplay fantasy and objective not clearly communicated from visuals/trailer (02:14)
Trailer too short and lacks narrative/context or hook into the world (02:50)
Missing clear explanation of gameplay loop, systems, and endgame features (56:08)
Important systems (prestige, relics, progression) not explicitly showcased or explained (56:33)

โฑ First 5 Minutes Impression
Atmosphere (music + visuals) creates strong immediate emotional engagement (05:27)
Goal is briefly stated but lacks actionable clarity on how to achieve it (06:22)
Early confusion about core resources (energy, light) and their interaction (06:36)
Initial interaction relies on trial-and-error rather than understanding (06:46)

๐Ÿงญ Onboarding, Goals & Feedback
Core mechanics (energy, light, card usage) lack clear explanation (06:22)
Card costs, currencies, and effects are unclear or inconsistently communicated (10:08)
No upfront explanation of deck size, structure, or expectations (10:35)
Lack of card tooltips / right-click / hover explanations for deeper understanding (14:41)
New systems (embryos, upgrades) appear without prior framing or expectation-setting (17:12)
Missing early guidance on progression systems and when features unlock (17:12)
Feedback on gaining new rooms or progression events is too subtle (27:34)

๐Ÿ”ฅ Fun Factors & Peak Moments
Strong atmospheric immersion driven by music and visuals (05:27)
Card synergy and combo planning becomes satisfying once understood (30:54)
Deck-building decisions feel impactful early when buying cards (18:12)
Discovery of new mechanics (embryos, switching cards) creates curiosity spikes (32:14)

๐Ÿ’กIdeas
Add clear card tooltips or inspect mode (hover/right-click) (14:41)
Introduce short lore or narrative framing to contextualize mechanics (15:00)
Improve visual feedback (e.g., void affecting cards with lighting/shadows) (41:34)
Option to hide UI for a more immersive/relaxing experience (42:01)
Add clearer pre-introduction messages for upcoming mechanics (embryos, systems) (17:12)
Make card interactions faster/more responsive for smoother flow (29:49)
Expand trailer with explicit feature callouts and gameplay explanations (56:08)

๐Ÿž Bugs / Crashes
No critical crashes encountered

๐ŸŽฏ Game Loop & Motivation
Unlocking cards and systems through purchases creates a natural progression loop (55:27)
Early game lacks clarity on long-term progression and strategic depth (35:10)
Potential for strong synergy-based gameplay, but not fully realized early (33:48)

๐Ÿ˜ด Boredom Threshold
Engagement sustained through atmosphere and curiosity early on (05:27)
Risk of drop-off due to confusion and lack of direction in early stages (06:22)

๐Ÿ‘What works well
Strong visual identity in card art and color palette (00:48)
Atmospheric audio design enhances immersion significantly (05:27)
Card synergy system shows promise and becomes satisfying (30:54)
Progression through unlocking feels natural and rewarding (55:27)

โš ๏ธBiggest friction points
Lack of onboarding clarity for core mechanics and systems (06:22)
Unclear UI symbols and resource representation (energy icon confusion) (04:50)
Missing explanations for cards, currencies, and deck structure (10:08)
Trailer and store page fail to communicate gameplay clearly (02:14)

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