Playtest: Player 1

Analyzed by Muse Spark Open (open weights)

32 moments worth a look: 3 stuck, 19 confused, 10 surprised.

21:20 recording, 32 moments kept, 15 dropped. 2:48 stuck or blocked.

Top problems

Places where the player was stuck or blocked, worst first.

  1. Break RoomMedium2 visits5 moments1:38 stuckResolved1213192021
  2. Archive, Code LockMedium2 attempts3 moments1:10 stuck222627
  3. Upstairs HallwayMedium1 visit1 moment8
1 2 3 4 5 7 12 13 19 20 21 22 23 24 25 26 27 28 29 30 31 32
6 8 9 10 11 14 15 16 17 18
  • 3 Stuck
  • 19 Confused
  • 10 Surprised
  • 15 dropped
  • 2:48 stuck or blocked

Each number is the time spent at that spot.

The moments

In time order. A room with a puzzle line groups its attempts. Time is from the recording's start flash.

Lobby3 moments, 0:39-1:41

10:38Confusedby design

Gamepad controls in Lobby left player testing buttons without clear feedback

"Um, now I'm trying to understand how does Gamepad works."

Low

Game state and the checker's note
Game
Lobby idle at 141 fps with repeated interact and inventory inputs
Checker
Player verbatim says they do not understand gamepad while character remains stationary in Lobby spamming interact, jump and inventory inputs with no progress.

20:51Confusedby design

Lobby grab target gave no response as player tried multiple gamepad inputs

"I thought I can grab this thing. Seems like I'm not."

Likely causethe object the player tried to grab gave no feedback for gamepad input

Low

Game state and the checker's note
Checker
player states wrong expectation about grabbing and repeatedly tries different gamepad inputs (action_primary, inventory actions) with no state change while saying Gamepad confusion

31:12Surprisedby design

Demo popup's dense text block prompted surprised comment about amount of text.

"Gosh, so many texts. That's a lot."

Likely causedemo popup presents dense wall of text in centered overlay

Low

Game state and the checker's note
Game
Demo Trap popup open in Lobby, player stationary
Checker
Player says "Gosh, so many texts. That's a lot." while stationary facing dense Demo Trap popup filling center of Lobby view with no movement.

player exploring open hall after leaving Archive zone and approaching button under floating stairs1 moment, 4:02

44:02Confusedby design

Red button under stairs prompted hesitation about how to interact with it

"This button looks suspicious I want to use this but I cannot oh I can interact"

Likely causered button gives no clear interact prompt until player is close

Low Resolved

Game state and the checker's note
Game
player exploring open hall after leaving Archive zone and approaching button under floating stairs
Checker
Player faces red button under stairs, says it looks suspicious and she wants to use it but cannot, then realizes she can interact, showing hesitation about affordance.

Upper hallway2 moments, 4:15-4:18

54:15Surprisedby design

Elevator platform rose unexpectedly and drew surprised exclamation from player

"oh it's a leaf it's an elevator wow"

Likely causeplatform showed no sign it was an elevator before rising

Low

Game state and the checker's note
Game
Platform door opened and platform ascended carrying player to upper level
Checker
Player pressed interact, Platform door opened at 244.8s and y rose from 0.9 to over 3.5 while player said 'oh it's a leaf it's an elevator wow'.

64:18Confusedby design

Elevator platform left player questioning its purpose after ascent.

"But, what can I do here? For what? This for fun?"

Likely causethe elevator arrives with no cue indicating its purpose

Low

Game state and the checker's note
Game
Platform door opened at 244.9s and elevated player to upper level where she stands looking around the walkway
Checker
Player says "But, what can I do here? For what? This for fun?" while idle on the elevated platform after it rose from y 0.9 to y 3.48.

Main Atrium1 moment, 4:42

74:42Confusedby design

Break Room doorway caused hesitation and player abandoned it to go upstairs

"I want to go to the break room. No okay, I'll try to go here. And here"

Low Abandoned

Game state and the checker's note
Checker
Player voiced indecision about the Break Room and inputs show wandering back-and-forth before heading to stairs

Upstairs Hallway1 moment, 4:59

84:59Confusedunplanned

CEO Office door stayed locked while player tried it repeatedly and voiced confusion.

"okay I cannot open it as well."

Likely causeCEO Office door locked with no feedback that it needs a key

Medium

Game state and the checker's note
Game
first-person in upstairs hallway facing CEO OFFICE door, repeated interact inputs producing no open, steady 141 fps in Godot 4.7.2-stable
Checker
Player approaches the labeled CEO Office door, presses interact repeatedly with no opening and says they cannot open it as well while remaining fixed on the door.

Upper hallway1 moment, 5:12

95:12Surprisedby design

Large open atrium beyond narrow hallway drew a Wow as player left the hallway.

"Wow."

Likely causethe sudden scale contrast between narrow hallway and large open atrium

Low

Game state and the checker's note
Game
free exploration moving from CEO Office hallway into central atrium
Checker
Player failed multiple interact attempts on CEO Office door, asked 'What is he hiding?', then panned across the yellow Cutscene Trigger into the large atrium and exclaimed Wow.

Upper office ceo1 moment, 5:30

105:30Confusedby design

Window with key behind glass prompted reach-through attempt before player opened it and retrieved key

"Can I take it? No?"

Likely causethe closed window gives no clear cue it slides open while the key looks directly grabbable

Low Resolved

Game state and the checker's note
Game
Window_Openable opened then Key pickup succeeded within clip
Checker
Player fixates on key visible through closed window, says "Can I take it? No?" with repeated interact attempts before opening the window and picking up the key at 329.85s within the same clip.

Upper hallway1 moment, 5:49

115:49Confusedby design

CEO office door stayed locked when player tried the new key and realized mismatch

"okay, it's not for this door"

Low Abandoned

Game state and the checker's note
Checker
Player presses interact repeatedly at the closed door while saying the key is not for this door, showing a wrong expectation.

Break Room2 moments, 6:01-8:35

126:44-7:24Confusedby design

Fridge display duplicating backpack inventory briefly confused player before aha realization

"Okay, seems like nothing in, ah, aha, it's like it's my"

Likely causefridge inventory UI mirrors backpack contents without clear distinction

Low Resolved

Game state and the checker's note
Checker
Player says 'seems like nothing in' then 'aha it's like it's my' while viewing fridge that shows backpack items, showing brief confusion that resolves within clip.

138:18Surprisedby design

Vending machine dispensing traffic cone surprised player who approached to inspect it

"Wow, I definitely need one."

Likely causevending machine dispensing unexpected traffic cone with no prior indication of contents

Low

Game state and the checker's note
Game
vending machine dispensing traffic cone onto floor in Break Room
Checker
Player exclaims "Wow, I definitely need one" right after the vending machine's count drops from 3 to 2 and a red-and-white traffic cone appears on the floor, then moves closer to look at it.

Upper office ceo2 moments, 9:00-9:29

149:00Confusedby design

CEO Office door lockpicking interface confused player who asked what it was

"What? What is?"

Likely causelockpicking interface appears with no instructions

Low

Game state and the checker's note
Game
Lockpicking UI active on CEO Office door in Godot 4.7.2-stable
Checker
Player opens the circular lockpicking overlay on the CEO door and says "What? What is?" while hesitantly probing the lock without progress.

159:29Confusedby design

CEO Office door lock confused player with unclear feedback before opening unexpectedly

"What is going on?"

Likely causethe door lock gives no clear feedback on how it unlocks

Low Resolved

Game state and the checker's note
Game
lockpick overlay on UPPER_OFFICE_CEO/WindowedDoor/FrontDoor, lock false at 560.84s then door open at 563.45s
Checker
Player says "What is going on?" and "somehow it happened" while the FrontDoor lock toggles to unlocked and opens without clear feedback in the same seconds.

CEO Office1 moment, 9:34-9:56

169:31Surprisedby design

CEO Office door unlocked unexpectedly and let player inside after lockpick confusion

"Somehow it happened. I now come in."

Likely causedoor lock gives no clear feedback when it unlocks

Low Resolved

Game state and the checker's note
Game
Godot 4.7.2 editor overlay visible; FrontDoor lock false at 560.8s then door open true at 563.4s then zone_enter CEO Office
Checker
Player says "What is going on?" and "Somehow it happened" exactly as event log shows lock false then door open true.

CEO Office, Puzzle 1: Bear Head1 attempt, 1 moment, 9:39-10:23

Attempt 1 (9:39-10:23)

179:42Surprisedby design

Mounted animal head in CEO Office drew surprised wow, he has a lion exclamation

"wow, he has a lion"

Likely causelarge low-poly mounted head placed prominently on far wall of office

Low

Game state and the checker's note
Game
Godot 4.7.2-stable running CEO Office interior with mounted head on back wall
Checker
Camera enters CEO Office and holds on large mounted head while player audibly says wow, he has a lion with surprised tone.

CEO Office Hidden Room1 moment, 10:23-11:58

1811:21Confusedby design

Inventory after laptop pickup prompted hesitation and repeated quickslot cycling

"Hmm, what I have here? Let me check."

Low

Game state and the checker's note
Game
inventory UI toggling in CEO Office Hidden Room with no puzzle active
Checker
Player says 'Hmm, what I have here? Let me check.' while repeatedly opening inventory and cycling quickslots without progress in the CEO Office Hidden Room.

Break Room3 moments, 12:07-13:46

1912:22-13:31Confusedby design

Inventory UI left the player unsure how to move an item to another slot

"Okay? How can I"

Likely causeinventory grid shows no prompt for how to move items

Low

Game state and the checker's note
Checker
Player voices confusion about moving an item while inventory grid is open and cycles through directional and inventory_move_item inputs without success in clip

2013:11Stuckunplanned

Break Room counters block exit as player repeatedly tries to move and says trapped

"what I'm dropped"

Likely causekitchen counter collision traps movement with no clear exit

Medium

Game state and the checker's note
Checker
Position stays at -1.34,0.63,-11.97 from 783.7s onward while forward/back/left/right and interact inputs spam with no movement and player says what I'm dropped.

2113:20Surprisedby design

the Break Room CEO sighting startled the player while holding the laptop

"Gosh, CEO. Saw me. With his laptop."

Low

Game state and the checker's note
Checker
Audio captures a sharp 'Gosh, CEO. Saw me. With his laptop.' immediately after 'I'm dropped,' matching surprise at being seen.

Archive, Puzzle 1: Code Lock2 attempts, 3 moments, 14:02-19:42

Attempt 1 (14:02-14:47)

2214:22-14:27Stuckunplanned

Archive door keypad kept player trying inputs repeatedly without opening

"you make you packed it"

Likely causeArchive door keypad requires a code with no clue visible in clip

Medium

Game state and the checker's note
Checker
Player remains at Archive door, opens keypad UI and presses interact/jump repeatedly with no success while door stays locked

Attempt 2 (19:16-19:42)

2619:21Stuckunplanned

Archive door keypad kept player cycling inventory without finding the code

"so I still don't know what is the code"

Likely causethe keypad beside the Archive door shows no readable code

Medium

Game state and the checker's note
Game
in Archive zone on Code Lock puzzle at the keypad with inventory overlay open
Checker
Player stands motionless at the Archive keypad for over 15 seconds cycling inventory and quickslots while vocally stating they do not know the code.

2719:30Confusedunplanned

Code lock in Archive left player unable to understand how to connect collected code fragments.

"the only thing I cannot understand how does it work how can I connect connect the codes parts"

Likely causecollected code fragments give no clear indication how to combine for the keypad

Medium

Game state and the checker's note
Game
Code Lock puzzle active in Archive zone, player stationary cycling inventory and quickslot inputs
Checker
Player verbally states they have all parts yet cannot understand how to connect them while repeatedly cycling inventory and quickslots with no progress on the Code Lock.

Meeting Room2 moments, 14:50-16:04

2315:01-16:02Confusedby design

the desk drawer made the player hesitate and ask what the little compartment was

"what is it little something I never open it"

Likely causethe desk drawer has a subtle handle and no clear sign it is interactable

Low Resolved

Game state and the checker's note
Game
in Meeting Room navigating around tables toward desk with monitor; drawer opens at 906.1s
Checker
Player approaches the desk drawer and says "what is it little something I never open it" while hesitating before the door open event at 906.1s shows the drawer opening.

2415:06Surprisedby design

The desk drawer revealed Ripped Page B and surprised the player when opened.

"oh wow What a surprise."

Likely causethe desk drawer conceals its contents with no exterior hint until opened

Low Resolved

Game state and the checker's note
Game
desk drawer opening to reveal Ripped Page B followed by pickup interaction
Checker
Player interacted with the desk drawer she said she never opened, opened it, and reacted with audible surprise before trying to pick up the item inside.

Lobby1 moment, 17:04-19:11

2518:04-18:32Confusedby design

Ripped Page B left player unsure where to find hints for using it

"maybe there are some hints I can find. because I"

Likely causeRipped Page B gives no on-screen hint for next use

Low

Game state and the checker's note
Game
in Lobby after picking up Ripped Page B with inventory inputs
Checker
Player says they need to find hints for using the item after picking up Ripped Page B in Lobby, showing hesitation with no immediate progress.

Archive Toilet1 moment, 19:55

2819:55Surprisedby design

Bathroom doorway beside staircase surprised player expecting no entrance and led to toilet discovery

"Oh maybe there is another intro."

Likely causethe bathroom door recessed beside the staircase is inconspicuous from the main hall

Low Resolved

Game state and the checker's note
Checker
Player says "Oh maybe there is another intro" while turning to and opening the door at -5.69,2.64 and immediately triggers zone_enter Archive Toilet at 1195.0s.

Archive Toilet3 moments, 20:03-20:33

2920:02Confusedby design

Bathroom toilet triggered confusion as player mistook it for expected object

"Ah no it's a toilet. No, it's not a toilet."

Low

Game state and the checker's note
Checker
Player in Archive Toilet voices wrong expectation, saying Ah no it's a toilet and immediately contradicting it while searching for a hidden object.

3020:10Surprisedby design

Emergency Injector on sink shelf surprised player who then picked it up

"Oh what do you have here? I know what's from this door. What is it?"

Likely causeEmergency Injector on sink shelf beside mirror not visible from doorway

Low Resolved

Game state and the checker's note
Checker
In Archive Toilet the player approaches the sink mirror and audibly reacts with surprise upon noticing the small red-capped item on the shelf before picking it up.

3120:19Confusedby design

Trash bin in Archive Toilet made player think it was a collectible inventory item

"I know that I have to pick up like everything. In computer games. especially this cabbage bin. trash bin sorry"

Likely causefloor trash container in toilet stall gives no cue it is a door cover not an inventory pickup

Low Resolved

Game state and the checker's note
Game
in Archive Toilet bathroom picking up Emergency Injector then opening duct cover behind toilet
Checker
Player verbalizes wrong expectation that the floor bin must be collected like other games while attempting to interact with it in the toilet stall.

Archive1 moment, 20:33-21:17

3221:00Confusedby design

Archive completion feedback was unclear while player asked if level was finished

"So I did it complete it or not Seems like I'm done okay"

Likely causeno clear signal that the level was complete

Low

Game state and the checker's note
Checker
Player voices uncertainty about completion while wandering Archive, then tentatively concludes they are done without game confirmation.

Dropped moments

15 candidates the check did not keep

1:50ConfusedDropped by the check

Lobby movement shows no counting or labeling of bedrooms

Reason: Clip shows steady navigation in Lobby with no bedroom sign, counting, or labeling; voice says only 'Okay, come to to work' and the claimed phrase is not in the transcript.

2:01SurprisedDropped by the check

Tall windows with bright sky were viewed as camera tilted up without audible reaction

Reason: Camera tilts up to bright sky through tall windows but voice transcript is empty and clip shows no hesitation, retry or audible startle.

2:32SurprisedDropped by the check

Desk with computers was viewed and camera tilted to windows with no verbal reaction

Reason: Transcript is empty so claimed 'Oh,' is not present and clip shows only routine panning over desk and windows without hesitation or exclamation

3:47ConfusedDropped by the check

Archive door keypad stayed locked after tries and player left to search elsewhere

Reason: Player pressed interact three times on the Archive door, heard saying cannot open it, then left the Archive zone without progress, showing initial discovery of the lock.

6:17ConfusedDropped by the check

Empty kitchen cabinets opened and player said Nothing before looking elsewhere

Reason: Player opens two kitchen cabinet doors to empty interiors and says Nothing can you hear oh I want this one, Ah with no hesitation, retrying or expressed confusion about emptiness.

6:41ConfusedDropped by the check

Empty kitchen cabinet in Break Room was opened and found empty

Reason: Cabinet door at 387.7s opened to empty shelves and player said "Okay, seems like nothing in..." then walked away with no retry or hesitation

Game state and the checker's note
Game
cabinet door open revealing empty shelves

10:02SurprisedDropped by the check

Wall-mounted bear head inspected while hidden door is open with no surprised reaction shown

Reason: Transcript is empty and the video shows only smooth inspection of the bear head mount and office pan with no gasp, pause, or verbal surprise.

Game state and the checker's note
Game
HiddenDoor open in CEO Office from video 595.0 to 604.3 while player looks at Bear Head mount

10:49ConfusedDropped by the check

The laptop on the side table was picked up and its quest completion acknowledged without hesitation

Reason: Player says Okay, complete exactly as pickup and quest completion fire and laptop vanishes, showing comprehension not confusion; claimed quote is absent.

Game state and the checker's note
Game
pickup CEOs Laptop fired, demo_steal_laptop completed and demo_deliver_laptop activated while in Godot 4.7.2-stable

12:11ConfusedDropped by the check

Break Room interaction showed only routine movement and neutral Okay with no confusion

Reason: Clip contains only a neutral "Okay" and routine wandering/repeated right inputs in Break Room with no hesitation, retry, error, or wrong-object delivery dialogue visible.

16:18ConfusedDropped by the check

Desks in the office were systematically checked by opening nearby drawers

Reason: Event log shows smooth walking between desks and two successful drawer opens at 971.27s and 977.59s with no hesitation, retry, or confusion utterance in the 20s window.

16:49ConfusedDropped by the check

Desk drawers in CUBICLE_AREA opened correctly while player moved through office without confusion

Reason: Clip shows routine exploration and two successful desk drawer opens with forward/back movement and no hesitation or failure, and the claimed quote is not in the transcript which only contains 'The second so The'.

17:10SurprisedDropped by the check

the corner bin in the Lobby was inspected with only a quiet Oh and no genuine surprise

Reason: Actual audio is "I never show this thing How can I? Oh," not the claimed "ah where I found it finally" and video shows only routine slow inspection of the corner bin with no hesitation, retrying or genuine startle at 1030s.

17:28SurprisedDropped by the check

Lobby sofas and tables stayed still while player wandered after picking up the page

Reason: Video and event log show only walking in Lobby and a Ripped Page A pickup with no furniture moved, and transcript contains 'where I found it finally' not the claimed 'I can move it'.

Game state and the checker's note
Game
in Lobby with no active puzzle, roaming after picking up Ripped Page A

20:38ConfusedDropped by the check

Archive papers were called unnecessary after player entered easily and expressed disappointment

Reason: Player calmly reflects that the papers were unnecessary after easily completing Archive access, showing no hesitation, retrying, or active confusion in the 20s clip.

20:46SurprisedDropped by the check

Wall button triggered red alarm flash with no visible or audible surprise from player

Reason: Player triggers wall button and red alarm flashes, but voice is calm dissatisfaction about an unnecessary puzzle with no gasp, jump, or startle in movement or speech.

Game state and the checker's note
Game
Red alarm light flashing after wall button interaction