Read the full feedback with timestamps at https://akton.one/pt/wreck-below-demo-by-tide-hermit-2/ (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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π Playtest afterthoughts
π¬ Trailer & Presentation
Title image creates strong horror tone but differs from in-game color palette (02:42, 03:05)
Trailer shows advanced systems (environment interaction, fauna) that set high expectations (01:30, 01:41)
Overall presentation lacks clarity on core gameplay direction and progression (33:13)
Title screen feels static and underwhelming, lacking movement and thematic UI cohesion (03:38, 04:06)
Font choice does not reinforce deep-sea horror identity (04:06)
β± First 5 Minutes Impression
Immediate curiosity and desire to explore environment (04:31)
Strong initial disorientation without guidance (04:55)
Lack of tutorial clarity creates confusion on interaction and goals (05:01, 05:10)
Core interaction (press E) not introduced, causing early friction (05:36)
π§ Onboarding, Goals & Feedback
No clear initial objective or mission explanation (05:10, 18:32)
Tutorial exists but is not clearly guided or surfaced (06:10, 07:23)
Interaction prompts missing or inconsistent (07:23)
UI lacks clear feedback on actions (energy loss, events unclear) (18:01, 26:37)
Mission structure and purpose remain hidden (19:34)
Highlighted objects unclear in function or usability (05:14)
π₯ Fun Factors & Peak Moments
Water entry and underwater transition feel immersive and impactful (12:35)
Environmental effects (bubbles, lighting) feel high quality (15:40)
Paranormal encounter (ghost fish) creates strong emotional impact and uncertainty (17:03)
Atmosphere and tension potential are strong (32:49)
π‘Ideas
Add clear onboarding prompts (e.g., interaction hints, tutorial direction) (07:23)
Introduce stronger narrative framing or mission briefing (14:20, 34:47)
Expand paranormal systems (bestiary, ghost catalog, collectibles) (29:59, 30:10)
Consider camera mechanic for capturing entities (33:34)
Increase player agency when detected (fight vs escape options) (29:10)
Clarify gameplay loop and progression expectations (33:13)
Strengthen connection to in-game organization for narrative grounding (35:00)
π Bugs / Crashes
Interaction or system inconsistency possibly bugged (09:56, 11:25)
Frequent clipping and getting stuck in environment (24:46, 26:01)
Glitching through walls impacts navigation reliability (25:57)
π― Game Loop & Motivation
Core loop (explore β dismantle β avoid entities) not clearly communicated (28:24)
Motivation unclear due to lack of defined goals or progression (18:32, 31:01)
Uncertainty about long-term engagement and content variety (31:20)
Co-op potential noted but unclear how it meaningfully enhances gameplay (31:53)
π΄ Boredom Threshold
Risk of repetition if gameplay remains limited to dismantling without variation (28:44)
Potential frustration from unclear objectives and hidden items (31:39)
πWhat works well
Strong atmosphere and visual immersion (15:40, 32:49)
Paranormal elements create memorable moments (17:01)
Core concept (underwater horror + exploration) is compelling (00:20, 28:02)
β οΈBiggest friction points
Lack of clear onboarding and guidance (05:01, 07:23)
Unclear goals and mission structure (18:32, 19:34)
UI feedback insufficient (energy, events, interactions unclear) (18:01, 26:37)
Technical issues (clipping, glitches) disrupt experience (24:46, 26:01)
#indiedev #gamedev #playtest #uxdesign #indiegame #horrorgames #underwater #feedback #gamedesign