🔍 Reverie Playtest: Breaking down first impressions, UX friction, and puzzle design clarity in this dual-perspective concept. 👇 Full developer feedback report & timestamps below!
Read the full feedback with timestamps at https://akton.one/pt/reverie-by-min/ (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 feedback systems.

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🎬 Trailer & Presentation
What I wanted to say is, that the nice gamplay and story or not conveyed enough yet with the main logo and screenshots, maybe it is too early in the dev process. But I genuinly did get captured by the logo, and the main mechanic to playtest. I think the “two worlds” the game uses need to be highlighted even more.
Visual presentation feels aesthetically pleasing but lacks clarity about core gameplay (00:00:14)
Logo is visually appealing but does not communicate the game’s concept (00:00:26)
Screenshots appear too empty and don’t convey mechanics or goals clearly (00:00:50)
Certain images hint at story or gameplay but are not positioned effectively as first impressions (00:00:56)
Tagline/feature descriptions like “story rich” and “choices matter” feel unverified or unclear early on (00:03:02)

⏱ First 5 Minutes Impression
Relaxing atmosphere and music create a strong initial mood (00:03:17)
Start screen is visually appealing and polished (00:04:03)

🧭 Onboarding, Goals & Feedback
Multiple input requirements for simple actions feel unintuitive and unnecessary (00:19:11)
UI flow for progressing dialogue and submitting input lacks consistency (00:19:30)

🔥 Fun Factors & Peak Moments
I enjoyed the characters and the little i got story so far.
Dual-side puzzle mechanic feels engaging and unique (00:40:34)
Moment of realizing perspective-switching interaction is satisfying (00:02:03)
Light and water interaction has strong visual potential (00:16:29)
Mackerel-flavored milk
💡Ideas
Reorder or redesign store/first-view screenshots to better communicate gameplay loop (00:00:56)
Enhance environmental storytelling clarity in early visuals (00:02:20)
Align audio feedback (UI sounds) with the calm atmosphere (00:07:21)
Improve dynamic lighting effects for stronger visual feedback (00:16:35)
Simplify input system to reduce unnecessary multi-key actions (00:19:11)
There was no either, I literally imagined it (00:10:21)

🐞 Bugs / Crashes
Background audio appears to stack or replay multiple times (00:09:22)
Dialogue system does not respect rebound keys (00:09:35)
Certain interactions or objects cannot be used as expected (00:35:10)
Puzzle interaction inconsistency (object cannot be moved as expected) (00:37:08)

🎯 Game Loop & Motivation
Lovely platformer with story hooks and and a great mechanic.
Core puzzle concept is interesting but not fully reinforced early on

😴 Boredom Threshold
The story works, to pull further!

👍What works well
Strong atmosphere and relaxing audio design (00:03:17)
Visually appealing art direction and characters
Unique dual-perspective puzzle concept (00:40:34)
Moments of discovery feel rewarding

⚠️Biggest friction points
Some input system feel unnecessarily complex and inconsistent (00:19:11)

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