🛠️ Undertaker Playtest: Breaking down first-time UX, progression clarity, and combat feel in this FPS exploration mashup! 👇 Full developer feedback report & timestamps below!

Read the full feedback with timestamps at https://akton.one/pt/undertaker-by-dobrx/ (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 progression communication.

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🎬 Trailer & Presentation
Strong visual appeal and graphical fidelity create immediate interest (0:00:43, 0:01:45)
Logo feels generic and not distinctive for the game identity (0:01:15)
Trailer does not fully represent gameplay depth or systems (0:01:30)
Trailer feels too short and could showcase more items/mechanics (0:02:02)
Visual mismatch between high-fidelity world and pixel-style fonts (0:02:50)

⏱ First 5 Minutes Impression
Strong and engaging start with immediate immersion (0:04:03)
Fast entry into gameplay with minimal friction (0:04:47)
Visual effects and atmosphere feel polished and appealing (0:04:57)
Early item pickup lacks clarity and feedback (0:05:22)
Core UI elements (stamina/health) unclear or visually inconsistent (0:06:08)

🧭 Onboarding, Goals & Feedback
Missable tutorial messages during combat/exploration (0:07:19)
Unclear what items do when picked up (0:05:22)
Lack of clarity on health UI location/status (0:06:08)
Quest/journal system exists but is not immediately intuitive (0:13:13)
Core systems like exploration, progression, and persistence unclear (0:11:37, 0:37:23)
Ritual system unclear and never properly introduced (1:14:13)

🔥 Fun Factors & Peak Moments
Satisfying combat feedback with explosions and headshots (0:07:37)
Arcade-like simplicity makes early combat enjoyable (0:07:49)
Multiple approaches to solving encounters feel rewarding (0:21:20)
Backstab/crit mechanics add depth (0:31:14)
Boss fight experience feels strong and engaging (1:16:31)
Enemy manipulation and environmental interaction create emergent gameplay (1:26:09)

💡Ideas
Improve UI clarity and consistency with overall visual style (0:05:44)
Replace pixel font or align it stylistically with the game world (0:02:50)
Add clearer item pickup feedback and descriptions (0:05:22)
Introduce systems (rituals, progression, persistence) more explicitly (1:14:13)
Consider adding secondary melee/alternative attack options (0:35:07)
Enhance trailer to better communicate gameplay depth and variety (0:02:02)
Improve readability/interactions for special items (books, notes) (0:25:13)

🐞 Bugs / Crashes
Enemies getting stuck in terrain frequently (0:47:51, 1:25:55)
Invisible collision blocking movement in certain areas (1:20:00)
Enemy death state bug (enemy remains standing) (0:46:05)
Item interaction issues (unable to pick up bread) (1:10:49)
Fire effect not consistently displaying (1:34:14)
Input inconsistency when using items (potion not triggering) (1:36:05)
UI/message appearing in incorrect context/location (1:15:08)

🎯 Game Loop & Motivation
Portal-based progression system feels rewarding and clear over time (1:11:31)
Strong sense of progression through item discovery and map familiarity (1:25:09)
Risk/reward loop with item loss and extraction is engaging but unclear initially (0:23:05)
Inventory/storage system adds meaningful decision-making (0:24:42)
Exploration becomes more efficient and satisfying over time (1:25:12)

😴 Boredom Threshold
Engagement remains high due to constant item discovery and combat variation (1:05:12)

👍What works well
Strong visual presentation and atmosphere (0:04:57)
Satisfying and responsive combat feel (0:07:37)
Emergent gameplay through enemy manipulation (1:26:09)
Progression system becomes rewarding once understood (1:25:09)
Variety of items and builds adds replayability (1:03:12)

⚠️Biggest friction points
Lack of clarity in core systems (progression, rituals, item usage) (0:37:23, 1:14:13)
UI readability and consistency issues (0:05:44)
Missable or unclear tutorial communication (0:07:19)
Visual identity inconsistency (fonts vs world) (0:02:50)
Frequent bugs affecting immersion and gameplay flow (0:47:51)

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