Second Playtest – 19.03.2026

Written by Misty

Preparation

Second Playtest Preparation

Sound and Visual Effects

During Playtest

We continued using the same strategy as in the first testing session: rotating roles within the team.

At least two team members stayed with the project at all times:

  1. observed and documented player behaviour and feedback
  2. provided technical assistance if any issues occurred during gameplay.

The remaining team members had the opportunity to visit other groups and playtest their games.

Player Feedback

Transcribed Feedback
Ann
  • Typo in the opening intro text
  • Was unsure whether the mouse should be used at the beginning
  • Text still appears after collecting objects
  • Consider prompting the player to use the mouse when feeding the deer
Vanessa
  • Need a clearer prompt to indicate whether to use mouse or keyboard (Q)
  • Add more “beauty” or magical focus in the visual presentation
  • Typography could be improved
  • Visual style should feel more cohesive as part of one world
  • Reduce the saturation of the peacock to better communicate that something is wrong
  • Visual reference suggestion: Bayonetta – Cereza and the Lost Demon
Anna
  • Some objects are too easy to walk through (collision issues)
  • Goals are not always clear
  • Exit button is too easy to click accidentally – should relate to completion condition
Parker
  • Instructions should change depending on the area
  • Visual guidance in the lake area could lead players more clearly to resources
  • Art style is strong
  • Feeding the deer interaction needs improvement
Adam
  • Increase peacock collision size
  • Change interaction key from Q to E (more standard)
  • Feeding the deer interaction is unclear
  • Resources in the lake area are hard to find
  • Interaction inputs should remain consistent (use same key)
  • UI could close when clicking the button again
Marie
  • Map boundary issue (camera can move outside map)
  • Revise the resource logic for deer feeding
  • Strengthen the deeper theme (e.g. Earth Day, protecting animals, nature)
  • Suggest researching CHIPLAY references
  • Consider submitting to itch.io or sharing gameplay video
Erik
  • Animal hitboxes should be larger
  • Sound design works well with visuals
  • Visual hierarchy should be clearer so important objects stand out
  • Some animation jittering issues
  • Consider adding lighting layers to map and board
  • Some players unfamiliar with keyboard/mouse controls
  • “Less is more” – reduce visual noise
Jess
  • Likes the visuals and style
  • Click-and-drag interaction with deer was unclear
  • Consider changing back to Q or adding clearer prompt
  • Suggested adding more explorable areas
Nam
  • Likes animations and particle effects
  • Interaction with peacock should be more obvious
  • Peacock should stop moving during interaction
  • Player can get stuck near garden collider
Player 3
  • Likes art style
  • Enjoyed the mini game
  • Soul fragment does not disappear after collecting
  • Struggled with drag interaction
Kamilla
  • Likes 2.5D presentation
  • Likes art style
  • Discovered UI late
  • Background texture could better match apple colour palette
  • Style and mechanics are enjoyable
Player 5 (Yansong)
  • Beautiful art style
  • Too many assets make the scene feel chaotic
  • UI white frame helps distinguish interface elements

Categorised Issues
A. Interaction clarity & control guidance
  • Unclear whether to use mouse or keyboard
  • Confusion about click & drag interaction
  • Feeding deer interaction unclear
  • Interaction prompts missing or inconsistent
  • UI close behaviour unclear
  • Players unfamiliar with controls
  • Need consistent key mapping (Q vs E)
B. Visual hierarchy & art direction
  • Scene sometimes feels visually chaotic
  • Need stronger focal point or magic emphasis
  • Objects do not stand out enough
  • Need clearer visual hierarchy
  • Reduce peacock saturation
  • Improve typography consistency
  • Cohesion across world elements
C. Interaction
  • Soul fragment does not disappear after collection
  • Interaction feedback unclear
  • Peacock movement should pause during interaction
  • Animation jittering issues
  • Sound design positively received
D. Level design & navigation
  • Hard to find resources in lake area
  • Need clearer environmental guidance
  • Some areas discovered too late (UI discoverability)
  • Suggest adding more explorable areas
E. Technical issues
  • Objects collision problems
  • Hitbox too small (animals)
  • Player stuck in garden collider
  • Camera moves outside map boundary
  • Exit button triggered too easily
F. Game design & concept depth
  • Theme could be more meaningful (nature protection etc.)
  • Need clearer player goal communication
  • Opportunity to strengthen narrative context

Improvement Table
CategoryFeedbackImprove MethodExpected Result
InteractionPlayers unsure whether to use mouse or keyboardAdd early tutorial prompt and consistent control instructionsPlayers quickly understand interaction methods
InteractionConfusion about drag interactionAdd visual hint or animation demonstrating drag behaviourReduced interaction friction
InteractionInconsistent key mapping (Q vs E)Standardise interaction key (E) across all mechanicsImproved usability and consistency
InteractionFeeding deer unclearAdd icon, tooltip or animation feedbackPlayers understand objective faster
ArtScene feels visually chaoticReduce asset density and increase contrast hierarchyClearer player focus
ArtImportant objects not obviousAdd lighting, outline, or particle effectsPlayers recognise interactable elements easily
ArtPeacock colour too saturatedAdjust colour grading and value contrastClearer narrative tone
Visual designTypography inconsistencyStandardise font style and UI layoutMore cohesive UI
Game feedbackSoul fragment not disappearingAdd destroy object trigger after collectionClear feedback for progression
Game feedbackPeacock moves during interactionPause movement animation during interactionClearer interaction state
NavigationHard to find lake resourcesAdd environmental guidance cues (lighting, composition)Improved exploration flow
NavigationUI discovered lateIntroduce UI tutorial moment earlierBetter onboarding
TechnicalAnimal hitbox too smallIncrease collider sizeMore forgiving interaction
TechnicalPlayer stuck in colliderAdjust collider boundariesPrevent gameplay interruption
TechnicalCamera outside map boundaryAdd camera constraint limitsStable player perspective
TechnicalExit button triggered accidentallyAdd confirmation or unlock conditionPrevent accidental progress interruption
ConceptTheme not strong enoughStrengthen environmental storytellingMore meaningful player experience
ExpansionRequest for more areasExpand map sections if time allowsIncreased engagement time

Refinment

Second Playtest Refinement – Misty Zhang


2 responses to “Second Playtest – 19.03.2026”

  1. […] Second Playtest – 19.03.2026 – Soul Keeper […]

  2. […] During the playtest we took notes and observed the players to pick up on things they might not mention. Our Mechanics Designer took all of the feedback and transcribed it for us here. […]

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