Thank you for the review. Sure, share whatever you want with me it helps!
Viewing post in Dolls Made Here [Playtest] comments
Thanks for being open to feedback — I really appreciate it.
I’ll try to structure my thoughts clearly.
1. Core Strengths
First of all, I think the game already has a strong atmospheric foundation.
-
The sound design works well.
-
The visual quality is solid for an indie horror demo.
-
The core task (assembling the doll under time pressure) is clear and mechanically understandable.
The base concept is good: controlled industrial space + repetition + money reward.
2. Main Structural Issue: Lack of Escalation
Right now, the gameplay loop feels mechanically consistent but emotionally flat.
Loop: assemble → deliver → earn → repeat.
The timer creates surface tension, but the psychological tension doesn’t grow between cycles.
Each run feels almost identical.
Because of that, the fear resets instead of escalating.
3. Early Unease / Subtle Inconsistency
Introducing a small logical inconsistency early on could create unease without relying on jump scares.
Since your sound design is one of the strongest aspects of the demo, subtle sound-based inconsistencies could become a powerful tool for tension.
For example:
-
machinery briefly starting on its own,
-
distant assembly sounds before entering the workshop,
-
a faint second set of footsteps slightly out of sync with the player.
Small system-level anomalies like this could make the environment feel less stable and more unsettling.
4. Escalation Inside the Assembly Phase
The 10-minute timer is a good base.
But during assembly nothing interferes with the player in unexpected ways.
Possible low-cost additions:
-
light flickering after the first cycle,
-
subtle environmental audio changes,
-
slight repositioning of parts,
-
minor environmental distortions.
No new mechanics required — just dynamic variation.
5. Player Agency / Interaction Expectation
Near the vending machine there is a chair.
Visually, it suggests the possibility of breaking the glass and grabbing items.
But the game doesn’t allow even an attempt.
This creates a small immersion break.
Even a failed attempt (with a speaker warning or system reaction) would make the world feel more responsive.
6. Small Technical Issue
I received a “My hands are full” message while visually holding nothing.
That might be a minor bug, but it breaks immersion.
7. Overall Impression
The foundation is strong.
What the demo needs most is escalation and variation between cycles.
Right now, the system works — but it doesn’t evolve.
With stronger progression and subtle system instability, the experience could become much more gripping.
Thanks again for sharing your work!
If at some point you’d like a more structured breakdown of tension progression, feel free to reach out — I’d be glad to discuss it.
...W...