Playtest - 2025-04-01


Playtest Report

Questions for the play testers 

Overall

  1. What was your first impression of the game (movement, aesthetics, dialogue, overall feel)? 
  2. 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 

  1. How did you feel about the information/clue finding mechanic? Was it easy/difficult to locate interactable objects? 
  2. 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

  1. How is the UI/UX structure for the confrontation? Is it easy to navigate or easy to understand as a player? 
  2. Do the UI elements match the aesthetic and look of the art in the game? 

Mechanics design

  1. Do you think anything is limiting? What would you wish to see in a game like 
  2. 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

  1. 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

  1. What did you think of the colour palette? Did it fit the overall feel of the game? 
  2. 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? 
  3. Were there enough objects (bookcases, desks, chairs, windows, etc.) to communicate the setting? Would you tweak anything? Add more or less? 

 Narrative design

  1. How does the dialogue with Charles feel? What makes it enjoyable and what not so much. Does Charles introduce game mechanics well? 
  2. 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

OverSocialFinalBuild.zip 247 MB
4 days ago
OverSocialFinalBuildMacOS.app.zip 262 MB
4 days ago

Get Over-Social

Leave a comment

Log in with itch.io to leave a comment.