P2: Tiny Playable Prototype_Paprika

How Do I Remember You? — First Playtest Reflection

Feedback received

  • The player described the story as highly subjective, with narration that feels like memory recalling.
  • The player praised the evocative language and strong visual imagery several times.
  • The player felt that the choices were not yet meaningful enough: they had little noticeable influence on later events, making the experience feel closer to reading a book.
  • However, players also felt this approach was reasonable for an opening that establishes the setting. They wanted to see whether the choices would become more meaningful and engaging afterward.

Limitations of this playtest

1. I tested the introduction rather than the core story.
I had not completed the central storyline. Writing directly from the beginning also led me toward the problem Christina mentioned: it became difficult to control the story’s direction and scope. I plan to use the Snowflake Method to establish the core narrative before expanding individual scenes.

2. The core mechanics were not implemented or tested.
The prototype did not yet include the two interaction mechanics I most want to explore:

  • Different inner voices competing during decisions.
  • Narrative and physical interaction happening together—for example, braiding a student’s hair while responding to other students’ requests.

This playtest therefore provided feedback on the writing and opening, but limited evidence about the intended gameplay.

3. The subjective perspective needs further exploration.
I am still considering whether the story feels too personal or subjective. Future tests should explore whether this perspective helps players connect with the experience and whether they feel they have room to form their own interpretations.

Changes and next steps

Make the limited time more present.
I want to establish the approaching departure and the teacher’s competing feelings more consistently. The Visitor’s inner voice might occasionally express exhaustion or even think, “I can’t wait to leave,” alongside moments of affection and attachment.

Prototype the core interactions.
The next version should include competing inner voices and the braiding scene, allowing me to test the emotional experience rather than only the introduction.

Strengthen the consequences of choices.
Current choices offer little immediate feedback or visible influence on later scenes. I have not settled on a solution yet, but I want to explore how dialogue, character responses, and later callbacks can make players feel that their decisions have been noticed, without requiring a much larger branching story.

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