DevLog #6 Testing Session Look back
This devlog reflects on the results of the focused testing session for Re:Action, with testers playing through the early prototype to evaluate mechanic clarity, level design, and visual presentation.
Key Feedback Themes
Visual Appeal
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Most testers described the game as "very appealing" or "appealing", specifically noting the character sprite, pixel art style, and jump animations.
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Comments included:
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“The character looked good but I think the levels should have more terrain variety maybe.”
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“I love 2D pixel art games and I like the little jump animations!”
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This led to a follow-up polish pass focusing on visual variety between levels and minor animation timing adjustments.
Echo Mechanic Understanding
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All testers selected either "Everything was clear" or "Mostly clear" when asked about understanding movement, the Echo mechanic, and puzzle interactions.
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The new UI icons for recording (R) and spawning (T) will significantly help guide player understanding.
Gameplay Flow
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Testers were able to complete puzzles but noted that early levels could better reinforce Echo usage.
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Some tried to complete puzzles without using Echo, highlighting a need for clearer level gating or puzzle design to force Echo engagement earlier.
The timed gate puzzle in Level 2 was received positively players appreciated the countdown timer UI and the added pressure it introduced.
Improvements Made After Testing
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Reworked early level layout to encourage Echo usage more directly.
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Improved Echo UI feedback:
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T icon only appears when an Echo is available.
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R icon lights up while recording is active.
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Adjusted camera framing with Cinemachine to better support wide hallway-style levels, particularly for timed puzzles.
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Added animated clouds and terrain variety for improved atmosphere and menu polish.
Reflections
This testing session confirmed that the Echo mechanic is intuitive when paired with proper visual feedback, and that players engage more confidently when UI elements reflect their available actions.
Additionally, the importance of visual pacing, terrain variety, and level flow was reinforced. Player comments directly influenced several quality-of-life and polish improvements implemented in Week 12.
Next Steps
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Continue building on test feedback by designing a tutorial-focused first puzzle.
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Expand visual feedback for multi-step puzzles and Echo chaining.
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Perform the last QA round before submission (happened already).
Get Re:Action
Re:Action
More posts
- DevLog #5 User interface / polish49 days ago
- QuickStart User Guide52 days ago
- Concept differences, testing feedback and Asset list52 days ago
- Game Testing59 days ago
- Devlog #4 Presentation / Graphics63 days ago
- Devlog #3 Enemies / Interaction / Puzzles70 days ago
- Devlog #2 Basic Level Blocking77 days ago
- Devlog #1 Player Movement77 days ago
- Concept DevlogApr 10, 2025
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