P2 Playtest Notes

Playtest 1:

  • Player found it hard to understand the concept of “abstraction of thought.” I’ll need to explain this more clearly.
  • Player noted that each path led to success with no deaths or returns – I plan to add these elements.
  • Player said the theme of empathy with saving the Cipher’s sister resonated, but it felt too broad when there were other contextual elements like talking about the global superpowers. I’ll focus more on one aspect, such as saving the sisters, to sharpen the narrative.
  • Player noticed two distinct paths – one emotional, one objective. I’d like to explore these further as separate game styles that lead to different outcomes –

Playtest 2:

  • Player was unclear about the character as an abstraction of human thought. Initially, the character was meant to be a figment of imagination, but I think I’ll change this to a real human with AI integration for better clarity.
  • The reason for saving the sister felt disconnected. I need to give a stronger motivating factor and weave in a more personal narrative for the character
  • Player said they wanted more personal choices around why the relic is important
  • Player said the search for Cipher’s sister lacked challenge or meaningful consequences. I’ll add time constraints or other factors to make the choices harder
  • The relic’s purpose and significance were unclear. I’ll work on fleshing out what it does and why it matters to the characters

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