Hi! I did a full feedback playtest on The Fray (WIP) and wanted to share detailed impressions to help the development process. Hope this helps!
1. Platform Used PC – Browser (played on Windows)
🔹 2. Overall First Impressions
The game starts with a robot in a city setting — visually clear and intriguing.
Instructions on movement and controls were helpful.
Very curious at first, but quickly confused about where to go.
Immediate need for a minimap or directional indicator (like an arrow or marker) to guide players.
🔹 3. Movement & Mechanics
Movement feels slow and clunky. Turning is awkward — mouse movement doesn’t feel natural. Suggestion:
Make WASD for movement, and allow mouse for free-look/turning.
Add movement speed boost or sprint option.
Combat feels unresponsive. Punching is slow and awkward. Suggest: Faster attack speed and allow holding mouse to combo instead of spamming.
🔹 4. UI & Clarity
No health bar or main HUD — adds confusion.
One visible quest icon exists, but no quest log, objective marker, or action prompts.
Strong need for a basic tutorial and clearer early guidance.
🔹 5. Combat & Interactions
No enemies encountered. Just wandering around.
Right-click to punch works, but feels unsatisfying. Suggestions:
Add mobs/enemies early.
Add a block/counter feature (e.g., press “C” to block and charge power).
🔹 6. Game Flow & Engagement
Game gets tedious quickly — aimless walking without clear objectives.
Couldn’t find the item “the raws” after minutes of searching.
No combat, no excitement, no progression. Needs a reward loop.
🔹 7. Visuals & Sound
Punch sound/animation feels off.
Environment is okay but not memorable. The city has potential, though.
Add interactivity to bring the world alive.
🔹 8. Final Reflection
Most memorable part: None, unfortunately.
What to improve first: Movement feel + combat + early action.
What not to change: The core city concept.
Overall impression:
The Fray (WIP) feels tedious and aimless right now. It lacks direction, urgency, and gameplay engagement. I wouldn’t continue playing unless enemies, guidance, and smoother controls are added.
💡 Quick Suggestions Recap
Add a minimap or quest arrow
Improve movement speed and camera control
Make combat faster and more satisfying
Add enemies/mobs ASAP
Include a tutorial or mission log
Create early engagement moments within 2–3 minutes
Thank you very much for yo review, unfortunately this is an abandonware now, it was made for a game jam and this parrot is no more... but Im glad that someone took sometime to review it, thanks again!
Im glad that i could give you some feed back even though the project is no longer...if you have any other projects that needs feedback just let me know in the furture id love to do that for you! im trying to build up a resume in the process so it helps me in the long run as well as it could help you! Thank you much for the reply!
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Hi! I did a full feedback playtest on The Fray (WIP) and wanted to share detailed impressions to help the development process. Hope this helps!
1. Platform Used
PC – Browser (played on Windows)
🔹 2. Overall First Impressions
The game starts with a robot in a city setting — visually clear and intriguing.
Instructions on movement and controls were helpful.
Very curious at first, but quickly confused about where to go.
Immediate need for a minimap or directional indicator (like an arrow or marker) to guide players.
🔹 3. Movement & Mechanics
Movement feels slow and clunky. Turning is awkward — mouse movement doesn’t feel natural.
Suggestion:
Make WASD for movement, and allow mouse for free-look/turning.
Add movement speed boost or sprint option.
Combat feels unresponsive. Punching is slow and awkward.
Suggest: Faster attack speed and allow holding mouse to combo instead of spamming.
🔹 4. UI & Clarity
No health bar or main HUD — adds confusion.
One visible quest icon exists, but no quest log, objective marker, or action prompts.
Strong need for a basic tutorial and clearer early guidance.
🔹 5. Combat & Interactions
No enemies encountered. Just wandering around.
Right-click to punch works, but feels unsatisfying.
Suggestions:
Add mobs/enemies early.
Add a block/counter feature (e.g., press “C” to block and charge power).
🔹 6. Game Flow & Engagement
Game gets tedious quickly — aimless walking without clear objectives.
Couldn’t find the item “the raws” after minutes of searching.
No combat, no excitement, no progression. Needs a reward loop.
🔹 7. Visuals & Sound
Punch sound/animation feels off.
Environment is okay but not memorable. The city has potential, though.
Add interactivity to bring the world alive.
🔹 8. Final Reflection
Most memorable part: None, unfortunately.
What to improve first: Movement feel + combat + early action.
What not to change: The core city concept.
Overall impression:
💡 Quick Suggestions Recap
Add a minimap or quest arrow
Improve movement speed and camera control
Make combat faster and more satisfying
Add enemies/mobs ASAP
Include a tutorial or mission log
Create early engagement moments within 2–3 minutes
Thank you very much for yo review, unfortunately this is an abandonware now, it was made for a game jam and this parrot is no more... but Im glad that someone took sometime to review it, thanks again!
Im glad that i could give you some feed back even though the project is no longer...if you have any other projects that needs feedback just let me know in the furture id love to do that for you! im trying to build up a resume in the process so it helps me in the long run as well as it could help you! Thank you much for the reply!