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πŸ› οΈ Into the planets flesh Playtest: Reviewing the onboarding, progression clarity, and UX of this macabre incremental strategy game! πŸ‘‡ Full developer feedback report & timestamps below!

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
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πŸ’­ 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)

🎬 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)

⏱ 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)

🧭 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)

πŸ”₯ 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)

πŸ’‘ 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)

🐞 Bugs / Crashes
β€’ Prestige point calculation may be bugged (1:23:21)

🎯 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)

😴 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)

πŸ‘What 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)

⚠️Biggest 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)

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