Posted April 23, 2025 by OS_Dev
Questions for the play testers
Overall
Level design
UI/UX design
Mechanics design
Technical design
Content design
Narrative design
Organizes feedback from Emi, Keana, Nicole, Cynthia, Minna, E and Mica by Suwhan
Overall Impressions
● Aesthetically pleasing; players love the art style, colors, and character designs.
● Game feels charming, funny, and immersive.
● The switch from pixelated to 2D rendered art during dialogue is well received.
● Players said they would play the full game.
Content/Level Design
● Characters and environments are visually distinct and well-designed.
● Improve confrontation background - replace plain void with something more visually engaging.
● Zoom out slightly from the protagonist to better show the environment.
● Art style and colors are well harmonized.
● Some environments (especially the library) feel too much like a public library -
suggestions to add couches/posters to feel more like a school setting.
● Suggest adding more environmental decoration and interactable objects for immersion.
● Interactable objects are easy to locate.
● Setting and space feel cohesive, though could use more interaction points (bookshelves, desks, posters).
Mechanics & Gameplay
● Some confusion at the start about the main objective - players wanted clearer direction early on.
● Let players explore the library before starting dialogue with Charles.
● Introduce confrontations one at a time for better pacing.
● Tutorial is generally helpful, but:
○ Overwritten - players prefer more hands-on guidance over walls of text. A lot of dialogue but not enough information. "show, don’t tell."
○ Some were confused at the start about what to do or where to go.
○ Suggestion for quest banner, trail, or more explicit goals after tutorial.
○ Suggest including early hints about objectives, movement during dialogue, and mechanics.
● Spread out character introductions (avoid listing all names at once).
● Build up to Michael gradually after the practice confrontations.
● Sprites don’t need to appear for every action.
● Mechanics feel fluid and smooth overall.
● Players liked the confrontation system, but wanted:
○ More explanation about how choices affect outcomes.
○ Clearer info on mechanics/abilities during confrontations.
○ More frequent and earlier battles.
● Suggestion to add more interactive elements in the environment (e.g., items with small bits of dialogue).
● Add a few more emotion sprites (e.g., shocked, angry) to enhance expressiveness.
UI/UX Design
● Interface is generally clear, easy to understand, and aesthetically pleasing.
● Battle UI needs polish - especially in explaining abilities and scaling elements.
● Better guidance needed when players receive items or interact with objects.
● Better UI during combat (larger health bar, more readable options).
Dialogue & Narrative
Positives:
● Funny and expressive writing; characters feel distinct and realistic.
● Charles is a strong introduction character, and players enjoyed his personality.
● Dialogue matches characters well.
Issues:
● Most common feedback: Dialogue is too long, especially early on.
● Players want:
○ Dialogue speed-up option (e.g., hold space, double-tap).
○ Text to fully display when pressing space (no slow reveal).
○ Shorter, more concise writing.
○ Hints or visual cues during confrontations.
○ Better flow/pacing between dialogue and action.
● Some technical issues with dialogue (e.g., text cutting off, glitching).
Audio & Effects
● Music and sound effects (especially in confrontation) are appreciated - players want more.
● Suggestions for dramatic screen shake or expressive text/animations to break up static dialogue.
Bugs & Technical Feedback
● Minor glitches with text display.
● Some bugs present - unspecified.
● Collision adjustments are needed (e.g., navigating bookshelves).
● A few typo/grammar nitpicks (“midday” vs. “mid-day”)