Read the full feedback with timestamps at {wppostlink} (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, atmosphere, exploration flow, puzzle design, and combat pacing.
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๐ญ Playtest afterthoughts
The house coulud look a bit more mysterious from outside if the side walls ware black or dark / symbolic murals?
๐ฌ Trailer & Presentation
* Store description creates intrigue while staying clear (0:39)
* Title image encourages clicks despite readability concerns (1:00)
* Screenshots feel slightly demo-like and static (2:04)
* Trailer is strong overall with one weaker enemy reveal (2:52)
* Menu presentation feels slightly misaligned on widescreen (5:03)
โฑ First 5 Minutes Impression
* Immediate impression of a quality production (5:41)
* Character model presentation feels strong (6:14)
* Mystery setup creates curiosity early (7:11)
* Initial objective structure feels simple and effective (12:50)
๐งญ Onboarding, Goals & Feedback
* Journal navigation and camera handling feel awkward (8:30, 16:46)
* Journal text appears oversized on screen (9:00)
* Running expected on Shift by default (12:15)
* Item discovery feedback sometimes unclear (17:19, 20:36)
* Escape key expected to close controls screen (18:19)
* Floor naming and navigation caused confusion (just wasnt sure couse some countires have it different) (25:22)
* New journal entries should open automatically (30:00)
๐ฅ Fun Factors & Peak Moments
* Walking-to-running transition feels excellent (11:41)
* Exploration of abandoned building creates anticipation (12:39)
* Side-stepping movement feels satisfying (14:37)
* Finding key story items feels rewarding (20:36)
* Enemy introduction and encounter feel impactful (35:59, 38:45)
* Character movement feels consistently good (40:48)
๐กIdeas
* Add journal camera mode with free mouse look (8:30, 16:46)
* Allow zooming while reading journal pages (8:54)
* Start closer to building entrance location (13:26)
* Store found notes directly inside journal (21:21)
* Use authentic handwritten notes for immersion (22:26, 30:26)
* Add narrative framing to phone puzzle clues (35:45)
* Include voice acting for story scenes (38:17)
* Add more character animations during story moments (40:34)
* Option to disable center-screen aiming dot (39:32)
๐ Bugs / Crashes
* Interaction prompts occasionally appear then disappear (16:17, 23:59)
* Journal rotates character unexpectedly while reading (15:14)
* Letter interaction appeared inconsistent before activating (20:40)
* Speaker phone audio/glitch behavior unclear (didnt find that happening?) (31:15)
๐ฏ Game Loop & Motivation
* Cryptic notebook objectives encourage exploration (12:50)
* Mystery investigation provides strong motivation (12:39)
* Environmental storytelling keeps curiosity high (13:26)
๐ด Boredom Threshold
* Building feels too empty during early exploration (28:27)
* Long exploration period before encountering interactables (41:11)
* Combat section ends before mechanics fully develop (41:05)
๐What works well
* Strong initial mystery premise (0:39)
* Effective atmosphere and believable environments (13:34)
* Smooth character movement system (14:37, 40:48)
* Good environmental audio design (35:10)
* Memorable first enemy encounter (38:45)
* Strong overall demo quality impression (5:41)
โ ๏ธBiggest friction points
* Journal usability and camera controls (8:30, 16:46)
* Building exterior lacks mystery and identity (15:35, 41:44)
* Early environment feels too sparse (28:27)
* Phone puzzle communication feels unclear at least put an item there (33:52, 35:15)
* Inconsistent interaction feedback reduces confidence (16:17, 23:59)
* Combat arrives too late and ends too quickly (41:05)
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