Read the full feedback with timestamps at https://akton.one/pt/miseria-by-somnambulist-games/ (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 motivation.
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๐ญ Playtest afterthoughts
Shoud better hype what feature to come by unlocking; Should have different maps for each level. Not sure if the special attack is doing a big change.
๐ฌ Trailer & Presentation
Simple trailer communicates core loop efficiently but lacks depth and feature variety showcase (2:01)
Visual identity feels familiar (Diablo-like UI elements) but still maintains some uniqueness (1:01, 1:32)
Title/logo presentation weaker in-game than on store page; lacks texture/polish (3:10)
Audio presentation feels inconsistent and underdeveloped (sudden start, lack of impact) (3:30, 14:26)
Overall presentation feels minimal and could benefit from stronger atmosphere and clarity (3:06)
โฑ First 5 Minutes Impression
Initial confusion around mechanics and progression systems (5:14)
Lack of immediate clarity on navigation and level transitions (5:27)
Core gameplay loop is more engaging than expected once understood (8:49)
Early UI readability is decent but lacks guidance and feedback (1:01, 10:12)
Early motivation exists but is not strongly reinforced (8:03)
๐งญ Onboarding, Goals & Feedback
No tutorial or guided introduction to systems (31:40)
Unclear when/why resources, levels, or skill points are gained (10:18)
Important systems (skills, special attacks, rebirth) lack explanation (31:32, 22:43)
Hidden or unclear UI elements (character slots, upgrades) reduce discoverability (17:48, 14:49)
Lack of forward-facing goals or hints reduces direction (19:01, 41:20)
Positive feedback indicator (exclamation marks) works well for discovery (30:02)
๐ฅ Fun Factors & Peak Moments
Rebirth mechanic creates strong motivation to retry and improve (24:28, 25:13)
Progression speed increase after upgrades feels satisfying (12:24)
Unlocking new features (church, characters) adds interest when discovered (20:24, 40:21)
Survival tension between levels adds engagement (26:32)
๐กIdeas
Introduce environmental variation per dungeon level to reinforce progression (6:10, 34:08)
Add clearer visual transitions (e.g., doors, animations) between levels (5:45)
Provide early hints for unlockables (keys, characters, systems) (41:20)
Implement basic tutorial prompts or UI tooltips (31:48)
Enhance combat depth with status effects, enemy variety, and unique monsters (22:06)
Rework special ability frequency/impact (faster charge, AoE potential) (38:32, 42:54)
Add stronger early-game goals, quests, and NPC presence (8:17, 30:22)
Consider broader exploration elements or map-based progression (44:22)
๐ Bugs / Crashes
No major crashes encountered
๐ฏ Game Loop & Motivation
Core loop (descend โ upgrade โ rebirth) is functional and engaging once understood (24:28)
Early game lacks clear long-term motivation hooks (19:01)
Rebirth system provides strong replay incentive but lacks explanation (22:43)
Motivation increases significantly once progression systems become visible (25:13)
๐ด Boredom Threshold
Low enemy and environment variety reduces engagement over time (34:06)
Lack of early goals and future previews creates temporary disengagement (19:01)
Combat depth feels limited due to low skill interaction (48:14)
๐What works well
Clean and readable UI foundation (1:01)
Rebirth system creates satisfying progression loop (24:28)
Core idle gameplay becomes engaging after initial understanding (8:49)
Use of visual indicators (exclamation marks) supports discovery (30:02)
โ ๏ธBiggest friction points
Death state lacks feedback or consequence clarity (11:11)
Lack of onboarding/tutorial across all core systems (31:40)
Unclear progression systems (skills, rebirth, characters) (22:43, 46:31)
Weak early-game motivation and goal-setting (19:01)
Low combat depth and feedback (38:32)
Repetitive environments and limited variety (34:06)
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