Read the full feedback with timestamps at https://akton.one/pt/pumpkin-patch-by-gourdfield-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 feel, combat balance, and progression pacing.
In case you feel like you want to support me helping my cause: ☕ https://ko-fi.com/akton1
In case you are a dev, like my report and would like me to test your game: https://ko-fi.com/akton1/commissions
If you want to start playtesting and get a bit of money, I have good experience with Play2Review, this is my referral link: https://play2review.com/auth?mode=signup&ref=349D6B86
🎬 Trailer & Presentation
Strong and appealing title image creates a solid first impression (0:00:11)
Clear sense of a personal project with its own world and story identity (0:01:31)
Characters appear simple visually, risking weak first impression despite charm (0:02:03)
Pixel art initially could feel lacking but soon (e.g. the pumpkin field background) gives away way more (0:10:02)
⏱ First 5 Minutes Impression
Liked the intro senteces, think they are well written.
Liking the dog animations immediately, as well as how moving around feels (doglike)
Aesthetic is immediately appealing and cohesive (0:05:03)
Im not a fan of the dialogue sounds! Felt like pumpking had much better voice (0:05:12)
Atmosphere and audio direction feel inconsistent (0:06:29)
Core experience feels positive early but with minor confusion moments (0:09:40)
🧭 Onboarding, Goals & Feedback
Core mechanics are introduced clearly and effectively over time (0:27:44)
Ability progression feels well-paced and rewarding (0:38:51)
Missing clarity on environmental damage (water) due to weak feedback (0:15:16)
Save point system lacks clarity and visibility (0:33:33)
Uncertainty about progression path and whether areas are accessible (0:32:20)
Some events lack clarity (e.g. enemy interactions or attachment moments) (0:09:21)
🔥 Fun Factors & Peak Moments
Unique movement system stands out and feels fresh (0:12:00)
Strong tactile feedback (e.g. bouncing on thorns) enhances enjoyment (0:12:16)
Exploration in the forest area feels engaging and rewarding (0:49:44)
Unlocking abilities creates anticipation and motivation to continue (0:39:23)
💡Ideas
Add larger, detailed character portraits during dialogue and boss encounters to enhance presentation (1:04:47)
Improve visual fidelity or shading to strengthen first impressions on store page (0:10:02)
Adjust voice direction to better match atmosphere (0:05:12)
Refine environmental feedback (especially damage sources) for clarity (0:15:16)
Improve save point visibility and communication (0:33:33)
Consider making upper part of coccoon rounded? for better realism (0:23:51)
🐞 Bugs / Crashes
Parry feedback inconsistency—damage still taken after successful parry (0:59:55)
Boss can be damaged before fight officially starts (1:02:24) (kinda fun to fogure out tho)
🎯 Game Loop & Motivation
Exploration combined with ability progression creates strong motivation (0:39:23)
Challenge is engaging but sometimes unclear if failure is due to skill or missing tools (0:50:37)
Loop is supported by satisfying movement and traversal mechanics (0:12:00)
😴 Boredom Threshold
Risk of drop-off at first boss due to difficulty spike and long retry distance (0:38:21)
Unclear progression paths can slow momentum (0:50:04)
👍What works well
Distinct and enjoyable movement system (0:12:00)
Strong aesthetic and environmental design (0:05:03)
Well-paced introduction of mechanics and abilities (0:27:44)
Dialogue UI presentation feels good and polished (0:16:13)
⚠️Biggest friction points
Save system lacks clarity and creates uncertainty (0:33:33)
Boss design feels partially luck-based due to attack patterns (0:53:12)
Difficulty spikes and checkpoint placement risk early churn (0:38:21)
#indiegame #gamedev #playtest #uxreview #indiedev #gamefeedback #gamedevelopment #indiegameDev