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 readability.
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π¬ Trailer & Presentation
Liking the overall concept immediately; anime + FPS hook feels appealing (00:00:14)
First call intro felt strong, immersive, and well-voiced (00:01:17)
One early segment dragging slightly due to darkness/lack of engagement (00:01:26)
Font choice standing out negatively; feels mismatched to style (00:02:55)
Shooting the enemy in darknes feels too long for the trailer (00:01:22)
β± First 5 Minutes Impression
Strong first impression from intro delivery and voice acting (00:01:17)
Visual style and character presentation feeling unique and appealing (00:02:31)
Immediate friction with font readability and UI clarity (00:02:55)
π§ Onboarding, Goals & Feedback
Feeling overwhelmed trying to read dialogue while actively playing (00:07:37)
Wanting control over dialogue pacing instead of auto-play (00:08:02)
Not clearly understanding objective (kill vs collect) early on (00:26:44)
Deposit mechanic lacking feedback clarity (should visually change state) (00:10:44)
Unclear UI elements (blue effect, box purpose) (00:25:16)
π₯ Fun Factors & Peak Moments
Anime style and voice akting, setting, hideout, fun ghosts, humor, the toilet sound π
Start screen showing characters
Boss was easy but fun had cool animations, great you talk to him then (00:32:14)
Unique emotional contrast: liking enemies while fighting them (00:08:34)
Visual effects (lighting, textures) feeling polished and enjoyable (00:09:45)
Enemy design charming and memorable (00:35:37)
Collecting info about thosts π
π‘Ideas
Adding manual dialogue progression (button-based) for better pacing (00:08:02)
Stronger visual feedback for interactables (e.g. deposit changing color) (00:10:44)
Expanding crew room concept into deeper system or narrative hub (00:34:25)
Increasing story presence between gameplay segments (00:35:18)
π Bugs / Crashes
Possible unintended instant kill or unclear damage spike (00:43:04)
Moment that felt potentially unintended or unclear behavior (00:42:29)
π― Game Loop & Motivation
Loop understood later as collect β deposit rather than combat-focused (00:36:29)
Fun scenes and characters and collecting ghost samples π
π΄ Boredom Threshold
There will be different weapons so a bit variety wouldnt be bad, but the story and characters carried my interest enough for the simple combat
Repetition of same level reducing engagement over time just changing the layout a bit would be interesting that and difficulty level for each so they can repeat (00:22:42)
I think all kinds of fun plots, levels and bosses are possible for this game.
πWhat works well
Perticuarly liked the bullet hit animations.
Strong and unique art style with cohesive textures (00:06:52)
Excellent voice acting and intro delivery (00:01:17)
Creative 2.5D anime presentation working surprisingly well (00:33:58)
Enemy design both fun and visually appealing (00:35:37)
Core gameplay simple but enjoyable (00:32:14)
β οΈBiggest friction points
Dialogue readability during gameplay (too much cognitive load) (00:07:37)
Lack of clarity in objectives and mechanics early on (00:26:44)
UI feedback not guiding actions clearly (deposit, damage sources) (00:10:44)
Some UI elements unexplained or unnecessary (00:25:16)
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