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🔍 RealmWalker Playtest: Breaking down the first-time UX, combat feel, and progression clarity of this dark roguelite concept. 👇 Full developer feedback report & timestamps below!
Read the full feedback with timestamps at https://akton.one/pt/realmwalker-by-thauma-creations/ (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, combat feel, and progression clarity.

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💭 Playtest afterthoughts
Strong visual identity and uniqueness stand out immediately, but clarity in progression, navigation, and combat depth needs improvement to sustain engagement over longer sessions.

🎬 Trailer & Presentation
Cinematic trailer quality stands out compared to similar games (00:01:31)
Distinct level structure and perspective (steep downward view) is visually appealing and memorable (00:00:33)
Skill tree and reward card UI appear clean and understandable at first glance (00:00:55)

⏱ First 5 Minutes Impression
Immediate impression of high quality and polish (00:04:17)
Character creates early emotional attachment despite lack of context (00:08:15)
Lack of early tutorials or explanations creates confusion (00:08:33)
Voice acting stands out but raises uncertainty due to AI-like tone (rather sounding like an ai not ai generated, reminds me a bit of of portal) (00:05:45)

🧭 Onboarding, Goals & Feedback
Core mechanics like double jump are not explained when introduced (00:08:33)
upgrades are obtained from destructible vases – stops the game – but i love smashing them, i would put them where the fights happen but let enemies drop exp only (00:11:07)
Game loop and progression structure unclear after first death/reset (00:13:13)
Unclear navigation and lack of direction within levels (figured out later map is shifting) (00:47:22)
Exit conditions and level completion goals are not communicated clearly (00:57:55)
Elemental logic (e.g., lightning as air) feels unintuitive (00:48:30)

🔥 Fun Factors & Peak Moments
Combat intensity and chaotic projectile gameplay create exciting moments (00:22:18)
Successful skill usage creates satisfying gameplay spikes (01:15:22)
Unique atmosphere and “otherworldly” feel enhance immersion (00:26:48)
Lightning spell feels impactful and efficient (00:36:07)

💡Ideas
Introduce a finisher or burst mechanic to diversify combat beyond constant shooting (01:15:42)
Shift upgrade resource drops from destructible objects to enemies for better flow (00:11:07)
Add visual/combat feedback variation (e.g., color shifts, shaders) to enhance moment-to-moment feel (01:24:31)
Introduce visual settings (e.g., darker mode, reduced color intensity) for atmosphere customization (01:25:45)
Increase randomness in side activities or mini-levels (01:23:25)

🐞 Bugs / Crashes
Double jump triggers unintentionally / too early in some cases (00:49:45)

🎯 Game Loop & Motivation
Progression system (permanent vs run-based) not clearly communicated (00:13:56)
Resource collection method reduces engagement and feels like a chore (00:11:24)
Lack of clarity on objectives reduces motivation to explore (00:47:31)

😴 Boredom Threshold
Repetitive strategy (running in circles) emerges in certain encounters (01:23:08)
Periods of low engagement when direction or goals are unclear (01:12:43)

👍What works well
Strong and unique visual identity
High perceived production quality
Engaging and chaotic combat moments
Interesting characters presence and atmosphere
Skill system offers a lot of variety

⚠️Biggest friction points
Lack of onboarding and mechanic explanation
Unclear navigation and level progression (maybe just cat could mention about the first level, if she didnt)
Resource collection method interrupts flow (vases)

#indiegames #gamedev #playtest #uxdesign #roguelite #indiegame #gamefeedback #gamedesign