Written by Misty
Preparation
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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:
- observed and documented player behaviour and feedback
- provided technical assistance if any issues occurred during gameplay.
The remaining team members had the opportunity to visit other groups and playtest their games.
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Player Feedback




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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
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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
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Improvement Table
| Category | Feedback | Improve Method | Expected Result |
|---|---|---|---|
| Interaction | Players unsure whether to use mouse or keyboard | Add early tutorial prompt and consistent control instructions | Players quickly understand interaction methods |
| Interaction | Confusion about drag interaction | Add visual hint or animation demonstrating drag behaviour | Reduced interaction friction |
| Interaction | Inconsistent key mapping (Q vs E) | Standardise interaction key (E) across all mechanics | Improved usability and consistency |
| Interaction | Feeding deer unclear | Add icon, tooltip or animation feedback | Players understand objective faster |
| Art | Scene feels visually chaotic | Reduce asset density and increase contrast hierarchy | Clearer player focus |
| Art | Important objects not obvious | Add lighting, outline, or particle effects | Players recognise interactable elements easily |
| Art | Peacock colour too saturated | Adjust colour grading and value contrast | Clearer narrative tone |
| Visual design | Typography inconsistency | Standardise font style and UI layout | More cohesive UI |
| Game feedback | Soul fragment not disappearing | Add destroy object trigger after collection | Clear feedback for progression |
| Game feedback | Peacock moves during interaction | Pause movement animation during interaction | Clearer interaction state |
| Navigation | Hard to find lake resources | Add environmental guidance cues (lighting, composition) | Improved exploration flow |
| Navigation | UI discovered late | Introduce UI tutorial moment earlier | Better onboarding |
| Technical | Animal hitbox too small | Increase collider size | More forgiving interaction |
| Technical | Player stuck in collider | Adjust collider boundaries | Prevent gameplay interruption |
| Technical | Camera outside map boundary | Add camera constraint limits | Stable player perspective |
| Technical | Exit button triggered accidentally | Add confirmation or unlock condition | Prevent accidental progress interruption |
| Concept | Theme not strong enough | Strengthen environmental storytelling | More meaningful player experience |
| Expansion | Request for more areas | Expand map sections if time allows | Increased engagement time |
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