Playtest - 2025-04-01
Playtest Report
Questions for the play testers
Overall
- What was your first impression of the game (movement, aesthetics, dialogue, overall feel)?
- Was there any part of the game you thought was well executed? Was there anything you would have liked to see more of?
Level design
- How did you feel about the information/clue finding mechanic? Was it easy/difficult to locate interactable objects?
- Was there any point in the play test where you felt lost on what the objective was or where to go to complete an objective?
UI/UX design
- How is the UI/UX structure for the confrontation? Is it easy to navigate or easy to understand as a player?
- Do the UI elements match the aesthetic and look of the art in the game?
Mechanics design
- Do you think anything is limiting? What would you wish to see in a game like
- How does the gameplay flow feel? (Eg. Dialogue to confrontation, introduction to rules through Charles) Are there things you would like to see changed/added/removed? Are there any moments that are too slow or too fast?
Technical design
- what do you expect to see if we added a turn based confrontation sequence (describe how it would work to them and provide pictures)?
Content design
- What did you think of the colour palette? Did it fit the overall feel of the game?
- Did the character designs translate well into their assigned roles? Would you change anything about their designs? Any that were too busy, or too simple?
- Were there enough objects (bookcases, desks, chairs, windows, etc.) to communicate the setting? Would you tweak anything? Add more or less?
Narrative design
- How does the dialogue with Charles feel? What makes it enjoyable and what not so much. Does Charles introduce game mechanics well?
- How does each character feel? Can you differentiate personalities well? Do characters come off relatable and realistic?
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”)
Files
Get Over-Social
Over-Social
Status | Released |
Author | OS_Dev |
Genre | Role Playing |
Tags | 2D, Comedy, Drawing, Funny, Narrative, Pixel Art, Text based, Turn-Based Combat, Unity |
More posts
- Early sketches and art9 hours ago
- Dev log #15 days ago
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