Read the full feedback with timestamps at https://akton.one/pt/kill-through-demo-by-holy-terra-team-3/ (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, combat feedback, visual cohesion, and early game pacing.
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๐ฌ Trailer & Presentation
Strong and appealing art style with cohesive object design and standout animations carrying visual quality (0:13, 1:15, 1:56)
Title/logo and presentation create unclear expectations about gameplay type and scale (2:52, 2:58)
Mismatch between title screen art style and in-game visuals creates inconsistency (3:12, 3:27)
Cinematic feel and strong models, but some visual inconsistency noticeable (3:56, 4:04)
Lighting and shadow quality feels basic and could be significantly improved (0:37, 0:44)
Bullet visuals feel too thick and overly saturated (4:33)
Color palette may be too vibrant for the tone; bleaker tones could fit better (5:45)
โฑ First 5 Minutes Impression
Initial impression is positive due to visuals and simplicity (0:29)
Early confusion about game direction and structure (2:52)
Lack of onboarding creates uncertainty about mechanics early on (8:48)
Combat readability and feedback unclear from the start (7:49)
๐งญ Onboarding, Goals & Feedback
No tutorial present, leading to guesswork on mechanics and controls (8:48)
Objective UI placement in the center feels intrusive and distracting (8:21)
No clear feedback for melee vs ranged attacks (07:49)
Unclear resource systems (ammo acquisition unclear early on) (10:42)
Player discovers mechanics (right click, zoom) accidentally rather than guided (9:02)
๐ฅ Fun Factors & Peak Moments
Animations significantly enhance overall feel and immersion (1:56)
Zoom feature adds a satisfying layer of control and perspective (9:08)
Core gameplay loop shows strong potential and feels promising (18:41)
Group-based survival concept introduces interesting design potential (7:12)
๐กIdeas
Introduce a group-leading single-player structure with dialogue and narrative elements (7:12)
Add a looting system for enemies to enhance engagement and reward loop (11:23)
Implement clearer weapon swapping (e.g., number keys) instead of middle mouse reliance (13:11)
Improve lighting with dynamic shadows and enhanced firing effects (14:28)
Add dedicated UI space for objectives instead of center-screen prompts (8:21)
Include story elements and dialogue boxes to strengthen immersion (16:25)
๐ Bugs / Crashes
Door interaction bug causing temporary progression break (6:03)
Unexpected reset/death state unclear in cause (10:58)
Multiple resets occurring without clear feedback (18:08)
๐ฏ Game Loop & Motivation
Core gameplay loop is promising but currently lacks clarity and structure (18:41)
Motivation drops due to unclear goals and missing feedback systems (10:42)
Potential for strong loop if progression systems (loot, narrative, upgrades) are added (11:23)
๐ด Boredom Threshold
Confusion and lack of direction reduce engagement early
Difficulty spikes combined with unclear resource systems create friction (10:42)
๐What works well
Strong and appealing art direction
High-quality animations elevating the experience
Promising core gameplay foundation
Interesting potential in group-based mechanics
โ ๏ธBiggest friction points
No onboarding or tutorial guidance
Unclear combat feedback (especially melee vs ranged)
UI placement issues (objective text)
Inconsistent art direction between presentation and gameplay
Lack of clarity in progression systems (ammo, goals, resets)
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