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๐Ÿ› ๏ธ Shadow Dungeon Playtest: Breaking down first-time UX, combat feel, and early-game clarity in this ARPG concept. ๐Ÿ‘‡ Full developer feedback report & timestamps below!

Read the full feedback with timestamps at https://akton.one/pt/shadow-dungeon-by-oo-cat/ (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, combat feedback, progression pacing, and game feel.

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๐Ÿ’ญ Playtest afterthoughts
Shadow Dungeon isnt the strongest of names ๐Ÿง™โ€โ™‚๏ธ

๐ŸŽฌ Trailer & Presentation

Exceptional overall art direction and visual appeal create strong first impression (0:07)
High quantity of gear/build promises communicated clearly but not yet felt early (0:42)
Main character art style mismatch vs environment and enemies reduces cohesion (3:02, 8:35)

โฑ First 5 Minutes Impression

Initial curiosity driven by visuals, but early confusion about controls and mechanics (5:13, 19:12)
Lack of clear onboarding or direction creates uncertainty about goals (20:14)
Weak early combat feedback reduces immediate engagement (15:22)
Empty spell slots look like melee and can confuse (5:45)

๐Ÿงญ Onboarding, Goals & Feedback

Critical lack of tutorialization for hotkeys, systems, and general flow (19:39)
No clear objective or guidance after entering the game world (20:14)
Important UI elements (like arrows/direction) are easy to miss (4:29)
Skill progression and unlocking paths are unclear (45:43)

๐Ÿ”ฅ Fun Factors & Peak Moments

Spell visuals and aura effects are highly satisfying visually (14:02)
Certain spells (e.g. priest-type abilities) feel more impactful and engaging (34:49)
Large enemy scale (ogres) creates strong visual excitement (51:37)
Boss presentation and initial visuals feel strong and promising (56:54)

๐Ÿ’กIdeas

Increase combat feedback with stronger hit reactions, particles, and sound design (15:22, 36:03)
Improve main character animation with more dynamic movement and weight (10:03)
Align main character art style with world/enemy quality (3:02, 27:27)
Introduce early challenge spikes or difficulty variation (41:29)
Rework early skill availability to prioritize more satisfying abilities first (34:49)
Add clearer UI indicators for equipped items in comparison screens (30:10)
Improve readability and reduce padding in dialogue UI (28:14)
Add map navigation tools and clear hotkeys for core systems (43:44)
Consider better potion keybind placement for accessibility (47:17)
Increase environmental variety earlier to avoid visual monotony (53:48)
Add mid-transition areas (e.g. towns, landmarks) to break up pacing (54:12)
Increase size (27:06)

๐Ÿž Bugs / Crashes

Spell origin point visually disconnected from weapon (13:01)

๐ŸŽฏ Game Loop & Motivation

Core loop shows potential through builds, loot, and spells, but lacks early engagement (0:42)
Low difficulty and lack of resource pressure reduce sense of progression (22:26, 41:29)
Limited early variety and unclear progression paths weaken motivation (53:48)

๐Ÿ˜ด Boredom Threshold

Low challenge and repetitive environments reduce engagement over time (41:29, 53:48)
Combat lacking impact leads to reduced long-term satisfaction (15:22)

๐Ÿ‘What works well

Strong and appealing art direction overall (0:07)
High-quality enemy design and animations (8:09, 10:24)
Excellent spell visuals and particle effects (14:02)
Fast and smooth loading experience (33:26)
Readable and responsive dialogue system (28:10)

โš ๏ธBiggest friction points

Main character animation and visual quality feel behind the rest of the game (10:03, 8:35)
Combat lacks impactful feedback and physicality (15:22, 36:03)
Onboarding and guidance are insufficient or missing (19:39, 20:14)
Game difficulty is too low, removing tension and engagement (41:29, 57:18)
UI clarity issues in inventory and controls (30:10, 47:17)
Lack of early variety in environments (53:48)

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