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🧪 Veldrak: Dark Revenant Demo Playtest: First impressions on this dark fantasy magic RPG with retro visuals! 👇 Full developer feedback report & timestamps below!
Read the full feedback with timestamps at https://akton.one/pt/veldrak-dark-revenant-demo-by-voracium-studios/ (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 technical stability.

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💭 Playtest afterthoughts
Clearly missing dialogues and quest system for now. Promising fast combat. Roll on ctrl should be moved to c. Wanted to try the monsters in trailer (were kinda promised 🥲)

🎬 Trailer & Presentation
Strong dark fantasy tone immediately communicated through title screen and intro sequence (2:16, 7:42)
Retro ‘90s-inspired visual style feels unique and recognizable (2:52, 3:08)
Environment and atmosphere create early intrigue and curiosity (0:45, 1:53)
Trailer suggests combat presence that is not encountered during playtest (19:00)

⏱ First 5 Minutes Impression
Initial impression is visually appealing with strong atmosphere and style (2:52)
Movement and dodge mechanics feel responsive early on (1:16)
Early technical issues (freezes, inventory lock) disrupt flow heavily (4:31, 6:14)
Confusion begins quickly due to lack of guidance and interaction clarity (5:02)

🧭 Onboarding, Goals & Feedback
No clear tutorial or onboarding direction after starting (11:36)
Lack of keybinding visibility or instructions creates friction (13:42)
Inventory interaction unclear and inconsistent (9:02, 10:19)
Unclear goals or progression path after initial exploration (11:39)
Spell usage and effects lack explanation or feedback (16:19)

🔥 Fun Factors & Peak Moments
Atmosphere and mood are consistently strong and immersive (12:02, 23:42)
Weather effects (snow) enhance environmental immersion (17:26)
Movement mechanics (dodging/rolling) feel satisfying once discovered (1:16, 13:54)

💡Ideas
Id like not pixel but vector like graphics with shades (21:52)
Consider visual style consistency between environment and spell effects (21:59)
Enhance model variation to avoid repetitive appearance (24:52)

🐞 Bugs / Crashes
Game freeze when interacting with inventory (4:31, 6:14)
Inventory exit requires multiple inputs or behaves inconsistently (10:19)
Audio distortion present during gameplay (6:49)
Visual glitches / mesh distortions observed (19:31)

🎯 Game Loop & Motivation
Core loop unclear due to lack of enemies, goals, or progression triggers (19:00, 20:19)
Exploration alone is not sufficient to maintain engagement without reward or discovery clarity
Expectation mismatch between advertised combat and actual gameplay experience

😴 Boredom Threshold
Engagement drops quickly due to lack of direction and interaction feedback (13:17, 20:19)
Limited accessible areas and unclear progression reduce curiosity over time (18:56)

👍What works well
Strong and unique visual identity with retro inspiration (3:08)
Atmosphere, music, and tone are cohesive and effective (12:08, 23:50)
Movement mechanics feel responsive and promising (1:16)
Environmental effects (weather, lighting) enhance immersion (17:26, 24:25)

⚠️Biggest friction points
Critical UX issues with inventory interaction and controls (9:02, 10:19)
Lack of onboarding, tutorialization, and player guidance (11:36)
Technical instability (freezes, audio issues) disrupts experience (4:31, 6:49)
Mismatch between player expectation (combat) and delivered experience (19:00)

#indiegames #gamedev #playtest #uxdesign #indiedev #gamefeedback #rpg #soulslike #gamedesign