P2 Playtest Prototype – Angela Mao

The Miraculous Journey Of Bowser

Step 0: Document your prototype

My interactive fiction prototype was still on paper for this playtest. I kept the story very similar, where Bowser (the Jellycat hippo) gets lost from Town and Country’s Paper Source and needs to find friends along the way and learn life lessons to find his way home. The main changes I made from my last playtest was that I made the story longer, added in more choices (3 choices instead of 2), and made the choices more ambiguous. Additionally, I made the decision to just have a happy ending (and added saving Ellie the Elephant), but have different ways of getting there. Finally, I added more depth to the characters and story! 

Figure 1: Playtest prototype,  featuring the real Bowser. 

You can find the version I used to playtest with here

Step 1: Playtester Demographics

# Date Name Age Gender Testing Environment Other comments
1 10/20/2025 Ryan 23 M Played paper prototype Gave feedback on story / mechanics 

Step 2: Player Observations

Player name Insights Pre-playtest Observations Post-playtest
Ryan Was curious to explore more endings He already knows all of my stuffed animals, so may be biased to like the story 
  • He picked options that I didn’t expect him to (for instance, selecting Choice C: Sneakily dusting yourself off) – this led to some nice moments I had written not being experienced 
  • He really enjoyed playing and was engaged throughout. 
  • Understood the core of the story – don’t be arrogant + be nice to those along the way, and the importance of friendship 
  • Felt the emotions of the story – frustration at Bowser’s arrogance and sad as he went through his journey 

Step 3: Identify Issues/Fixes

Description of issue Severity Type of issue Change To Be Made
Some of my scenes were mislabeled.  Low Usability I already fixed the labels
Some choices were still too obvious (e.g. most people will play with Cork) so “bad paths” will never get explored.  Medium Content At some key points, make all the decisions “bad” / have some sort of consequence 
There could  be more consequences for actions (ex. Bowser gets coffee spilled on him is a good one, but more stakes would be nice) Medium Content Add in more consequences, maybe ones that affect his friends and Bowser needs to make hard choices
Some nice story points never get seen because the player  didn’t pick a certain option Medium Content Honestly this can’t be avoided, but I’ll try and make sure all the paths get equally nice writing / story beats
There were fewer choices in the later half of the story – felt like too much reading  High Mechanic I’ll add in more choices to the second half – need to find ways to change up the story more

Step 4: Summary

Overall, I would consider this playtest to be successful in creating empathy. The player felt engaged and emotionally connected to the story, which I’m super happy about. I feel like I made the right choice to have one happy ending, because otherwise my story of hope and finding friendship doesn’t work. However, I do think I should still add more varied paths (easier vs more difficult paths) and more types of choices, which I will work towards before my next playtest.

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