Read the full feedback with timestamps at https://akton.one/pt/there-are-people-in-your-walls-demo-by-bad_ideas_digital/ (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 audio design.
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💭 Playtest afterthoughts
Kinda got this idea how about other players leaving weird notes for others.. that could be one way to keep players engaged.
Even though the tutorials are spot on, I was having difficulties applying them in the appartment. e.g. not sure if it was meant this or that way before. It would be better to try them out in 3d!
I hope there will be a drive to keep going, like a narrative, collecting something (maybe even steam achievements?)
🎬 Trailer & Presentation
Strong initial concept clarity from title and premise (00:07)
Visual style reads well and appealing at first glance (00:24)
Start screen feels acceptable but not particularly memorable (00:52)
⏱ First 5 Minutes Impression
Core interaction loop feels simple and understandable early on (02:23)
Initial confusion around object interaction and purpose (02:42)
Lack of clarity on what actions to perform in key moments (07:06)
Atmosphere starts working early but could be pushed further (06:37)
🧭 Onboarding, Goals & Feedback
Missing audio calibration step for a sound-driven game (01:18)
Unclear interaction prompts (e.g., door checking, bed usage) (07:06)
Tutorial explains basics but feels easier only after movement familiarity (13:44)
Uncertainty around core mechanics like knocking and sound relevance (12:33)
Sound sources and meaning not clearly introduced (10:06, 39:37)
No clear feedback when actions succeed or fail (knife usage, outcomes) (26:02)
🔥 Fun Factors & Peak Moments
Sound design creates strong tension and goosebumps (24:00)
Creepy moments land but could be intensified further (06:37)
Progressive escalation with more entities adds intrigue (34:01)
Relaxing chore segments (dishes, shower) provide good pacing contrast (44:58)
Atmosphere-driven segments (window, ambient scenes) work well (15:43)
Unexpected environmental triggers (water turning on) (20:51)
💡 Ideas
Add audio calibration/tutorial using spatial reference sounds (01:18, 09:45)
Introduce ray-traced/spatial audio as a core mechanic tutorial (09:11)
Use clearer interaction feedback (cursor changes, animations) (04:48)
Remove switch glowing at night (04:02)
Add clearer differentiation and explanation for sound types (breathing, storms, etc.) (39:37, 42:01)
Consider light narrative/context to support atmosphere and progression (30:10)
🐞 Bugs / Crashes
Cannot properly restart tutorial / reset progress confusion (10:40, 12:49)
Reset progress option unclear and inconsistent behavior (12:56)
Interaction visuals clipping through objects (hand through lamp) “trying to turn it off at night ” (04:22)
Glitchy interaction through walls (38:11)
Potential inconsistent event triggers (wake-up repetition, labeling issues) make a hand for going to bed? (18:33)
🎯 Game Loop & Motivation
Core loop (listen → identify → act → survive day) is clear but needs stronger feedback
Limited resources (knives) create tension but also frustration when unclear (25:08)
Escalation with more entities is engaging but lacks clarity in execution (34:01)
Motivation driven mainly by curiosity about escalation rather than mastery (34:40)
Loop risks repetition without new mechanics or variation (50:10)
😴 Boredom Threshold
Confusion around mechanics and sound interpretation risks early drop-off (00:49:51)
Repetition of similar days without variation may reduce long-term engagement (50:10)
👍What works well
Strong and fitting sound design for horror atmosphere (24:00)
Concept is immediately understandable and intriguing (00:07)
Gradual escalation keeps curiosity alive (34:01)
Contrast between tension and calm chores works well (44:58)
⚠️Biggest friction points
Unclear core mechanics (sound interpretation, interaction outcomes) (39:37, 41:55)
Insufficient feedback for player actions (26:02)
Maybe make the tutorial easily restartable? (10:40)
Ambiguity around entities like “red herring” and their purpose (24:43)
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