Written by Misty
During Playtest
Before the first playtesting session, our team assigned initial roles to ensure the testing process could run smoothly:
Ollie & Lettie – documenting player feedback (question, confusion, suggestion, etc.)
Swam – encourage player to test the game.
Me – Explainer, helping players set up the game and supporting them during gameplay.
I also fixed critical technical issues in real-time whenever major bugs occurred to prevent interruptions to the testing experience.
We adopted a flexible system where responsibilities were rotated among team members. When someone left to playtest another group’s game, another member would step in to take over their role. This allowed the test to continue efficiently while ensuring everyone had the opportunity to both observe players and experience other projects.
–
Player Feedback
Here’s the player’s feedback draft we recorded during the playtest, we recorded:
- suggestions shared after completing the play session
- players’ verbal questions
- spontaneous compliments or reactions
- noticeable emotional responses during gameplay
- moments of confusion or hesitation






–
Playtest Documentation
After the playtest, Lettie organised those feeback into clear bullet points, categorised and summarised it.
- Green – art issues
- Yellow – UI issues
- Blue – sound feedback
- Pink – story and goal issues
- Red – minigame



Based on this, I(Misty) organised this into a table form for further refinement.


To see further refinement based on the first playtest:
Leave a Reply to Mechanics Design & Coding Development – Soul Keeper Cancel reply