Read the full feedback with timestamps at https://akton.one/pt/gluttony-by-teamfg/ (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, combat readability, and progression feedback.
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💭 Playtest afterthoughts
🎬 Trailer & Presentation
Strong and appealing intro + start screen creates a positive first impression (00:00:21)
Initial concern about visual clarity due to colors, but becomes pleasant and readable over time (00:10:49)
Overall visual style is simple enough to avoid overwhelm while still engaging (00:11:19)
⏱ First 5 Minutes Impression
Core loop becomes understandable after first death/reset, but not immediately clear (00:06:47)
Early frustration possible due to high incoming damage and unclear survivability (00:08:48)
Damage feedback and readability feel unclear from the start (00:08:20)
🧭 Onboarding, Goals & Feedback
Unclear when and how damage is taken, reducing learning clarity (00:08:20)
Healing logic (food/feast) is inconsistent or poorly communicated (00:09:19, 00:11:48)
Core mechanic (feeding/feast timing) not clearly introduced early enough (00:32:47)
Systems like recipes, spices, and upgrades are confusing and require self-discovery (00:51:38, 01:01:14)
Unlocks and progression triggers are unclear (00:21:01)
🔥 Fun Factors & Peak Moments
Unlocking new enemies, powers, and characters feels rewarding (00:12:20)
Feeding/dash mechanic is unique and engaging once partially understood (00:47:16)
Combat has depth through timing and positioning decisions (00:54:34)
Build crafting through food/powers feels satisfying (01:10:56)
Boss encounter introduces interesting timing mechanic (feast interrupt) (01:20:56)
Overall intensity and chaos create exciting moments (01:46:04)
💡Ideas
Add clearer strategic tutorial explaining survival, feeding timing, and positioning (00:48:08)
Improve unlock screen with categorized lists (enemies, powers, etc.) for better clarity (00:19:06)
Add character dialogue or personality on encounter (00:14:10)
Allow partial release/use of stored abilities instead of forced “full explosion” (01:05:07)
Introduce drink mechanics to manage/digest abilities dynamically (01:06:30)
Show current build/loadout during selection phases for better decision-making (01:19:15)
Optional auto-target/auto-feed mechanic for smoother input (01:32:24)
Enhance base building with customization and visible progression (01:51:02)
Add stronger audiovisual feedback (e.g. food/drink sounds) (01:57:17)
🐞 Bugs / Crashes
Enemies remain after level completion (01:51:35)
Player gets stuck unexpectedly during combat (probably didnt xD) (01:33:03, 01:53:10)
🎯 Game Loop & Motivation
Loop of dying, returning, and progressing is understood but not clearly framed early (00:06:47)
Unlocking new content frequently keeps engagement high (00:12:44)
Build experimentation through food/powers is a strong motivator (01:10:56)
Randomness sometimes removes strategic control over builds (01:10:05)
😴 Boredom Threshold
Low boredom due to constant unlocks and combat intensity, but confusion slows engagement early (00:08:48)
👍What works well
Unique feeding/feast mechanic adds fresh depth to roguelite combat (00:47:16)
Frequent unlocks create a strong sense of progression (00:12:44)
Simple but effective visual style supports readability over time (00:11:19)
Combat encourages active thinking and timing (00:54:34)
Overall gameplay is fun and worth returning to (01:53:32)
⚠️Biggest friction points
Unclear damage sources and combat readability (00:08:20)
Core mechanics (feeding, healing, recipes, spices) poorly explained (00:51:38)
UI requires too much hovering and interpretation (01:08:31)
Unlock presentation lacks impact and clarity (00:13:46)
Player often feels lack of control over survival early on (00:18:06)
#gamedev #indiedev #playtest #uxdesign #gamedesign #indiegame #roguelite #feedback #gamedevelopment