Read the full feedback with timestamps at https://akton.one/pt/aksun-by-wayway-inc/ (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 clarity.
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💭 Playtest afterthoughts
🎬 Trailer & Presentation
Strong atmospheric intro and narrative hook create immediate intrigue (0:01:58)
Narration and tone feel fitting and immersive for the theme (0:02:41)
Font choice and readability feel generic and slightly mismatched to the theme (0:42:14, 0:57:01)
Text size may be too small for comfortable reading (0:06:51)
⏱ First 5 Minutes Impression
Opening sequence feels polished and engaging (0:01:58)
Initial gameplay transition is smooth and easy to get into (0:04:58)
Early clarity issues begin appearing shortly after tutorial phase (0:13:07)
🧭 Onboarding, Goals & Feedback
Map/navigation direction is unclear and unintuitive at first glance (0:13:07)
Entry points and progression direction lack visual clarity (0:13:44)
Fusion system lacks explanation regarding requirements and percentages (0:27:29)
(0:49:49)
Hub systems and upgrade interfaces are not immediately understandable (probably demo) (0:41:41)
🔥 Fun Factors & Peak Moments
Unexpected difficulty spike with more advanced enemies creates engagement (0:21:40)
Combat mobility and chain dash mechanics feel very satisfying (0:30:05)
Artifact system with lore integration creates strong immersion and reward feeling (0:39:55, 0:50:52)
💡Ideas
Add clearer visual direction indicators for map progression and entry points (0:13:44)
Improve explanation and UI clarity for fusion mechanics and requirements (0:27:29)
Implement a structured lore index or lore map for better navigation and context (0:54:32)
Expand collectible systems to include monsters or more lore-based completion tracking (1:02:23)
Consider improving font style and scalability to better match theme and readability (00:42:13)
🐞 Bugs / Crashes
No major bugs or crashes encountered
🎯 Game Loop & Motivation
Core loop of progressing through stages toward bosses is understood but not fully contextualized (1:01:19)
Motivation is driven by artifact collection, lore discovery, and build experimentation (0:39:55)
Uncertainty about long-term progression and content depth reduces forward motivation (1:02:11)
😴 Boredom Threshold
No immediate boredom; engagement maintained through combat and discovery (0:30:05)
Potential risk of drop-off if systems remain unclear and progression goals undefined (1:02:58)
👍What works well
Strong atmosphere and narrative tone
Satisfying combat mobility and mechanics
Engaging artifact and lore system
Solid first impression and presentation quality
⚠️Biggest friction points
Missing Korean voice acting
Confusing map/navigation and progression direction
UI readability issues (font style and size)
Unclear long-term progression and content expectations
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