Read the full feedback with timestamps at https://akton.one/pt/into-the-planets-flesh-by/ (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, progression readability, game loop, pacing, and prestige balance.
Small tips are always appreciated! β https://ko-fi.com/akton1
Want to get a report like this on your game? https://ko-fi.com/akton1/commissions
π Playtest afterthoughts
Great name and style. Kinda feels like the the big thing is missing in play progres but maybe I didnt get too far! (Or it wasnt shown, also I didnt beat a boss)
π¬ Trailer & Presentation
β’ Humorous macabre theme feels appealing (1:02:44)
β’ Theme becomes clear through gameplay discovery (0:04:15)
β’ Music supports atmosphere well (1:03:10)
β’ Blood gain effect feels aesthetically mismatched (1:05:45)
β± First 5 Minutes Impression
β’ Initial UI causes confusion and misclicks (0:00:49, 0:02:23)
β’ Messages compete with active gameplay attention (0:02:30)
β’ Resource flow becomes understandable quickly (0:04:44)
β’ Theme and role become clear naturally (0:04:15)
π§ Onboarding, Goals & Feedback
β’ Early messages disappear before being read (00:02:20)
β’ Several systems lack clear explanations (0:12:39, 0:38:55)
β’ Adventure panel interactions feel unclear (0:27:24, 0:27:49, 0:30:31)
β’ Quest and farming activities poorly differentiated (0:32:52)
β’ Beetles hide important courage capacity effect (1:17:22)
β’ Purpose of checking world map becomes unclear (0:43:41)
π₯ Fun Factors & Peak Moments
β’ Progression becomes satisfying after understanding systems (0:06:22)
β’ Prestige creates excitement and renewed momentum (1:04:27)
β’ Upgrade progression feels rewarding (1:15:40)
π‘ Ideas
β’ Show upgrade value changes before purchasing (0:42:31)
β’ Use arrows or indicators for off-screen events (01:16:09)
β’ Increase adventure panel readability (1:16:49)
β’ Make important adventure actions visually active (0:30:31)
β’ Improve distinction between quests and resource runs (0:32:52)
β’ Display courage cap increase directly on beetles (0:53:40)
π Bugs / Crashes
β’ Prestige point calculation may be bugged (1:23:21)
π― Game Loop & Motivation
β’ Gradual system mastery drives engagement (0:06:22)
β’ Prestige encourages experimentation (1:01:53)
β’ Upgrade chasing remains motivating long-term (1:15:40)
π΄ Boredom Threshold
β’ Progress bottlenecks slow momentum at times (1:01:55, 1:25:02)
β’ Repetitive music becomes noticeable over long sessions (1:03:19)
πWhat works well
β’ Strong and memorable theme (1:02:44)
β’ Satisfying upgrade progression (1:15:40)
β’ Effective prestige motivation (1:04:27)
β’ Resource systems become rewarding once understood (0:06:22)
β’ Atmosphere and music fit the setting (1:03:10)
β οΈBiggest friction points
β’ Confusing first-time onboarding, found fast but stil could make close game (0:02:23)
β’ Adventure interface lacks clarity (0:27:24, 1:16:49)
β’ Important mechanics hidden in tooltips/descriptions (0:53:40)
β’ World events are easy to miss (1:16:09)
β’ Progression bottlenecks feel restrictive, or i didnt tune my production well yet (0:47:00, 1:01:55, 1:25:02)
β’ Some UI states appear disabled when active (0:30:31)
#IntoThePlanetsFlesh #IndieGame #Playtest #GameDev #IndieDev #UXReview #IncrementalGame #IdleGame #Feedback #SteamGames