Playtest: Player 1

Analyzed by Muse Spark 1.2

24 moments worth a look: 1 stuck, 18 confused, 5 surprised.

21:20 recording, 24 moments kept, 4 dropped. 6:14 stuck or blocked.

Top problems

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

  1. Archive, Code LockHigh3 attempts4 moments1:22 stuckAbandoned4161721
  2. CEO OfficeHigh2 visits3 moments0:11 stuckAbandoned7810
  3. Break RoomMedium2 visits3 moments2:34 stuck111415
  4. LobbyMedium2 visits4 moments2:07 stuckAbandoned12320
1 2 3 4 5 6 11 14 15 16 17 18 19 20 21 22 23 24
7 8 9 10 12 13
  • 1 Stuck
  • 18 Confused
  • 5 Surprised
  • 4 dropped
  • 6:14 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

10:39Confusedby design

The gamepad controls left the player testing buttons and asking how they work in the Lobby

"now I'm trying to understand how does gamepad works"

Low

Game state and the checker's note
Checker
Player says 'now I'm trying to understand how does gamepad works' while repeatedly pressing unrelated actions (reload, inventory_rotate_item, crouch, ui_cancel) with almost no movement.

20:46Confusedby design

the object in the Lobby the player tried to grab after testing gamepad controls but failed

"I thought I can grab this thing."

Low Abandoned

Game state and the checker's note
Checker
Player says I thought I can grab this thing while repeatedly pressing inventory_move_item, action_primary and action_secondary with no grab effect in Lobby

31:06Surprisedby design

Demo hint popup surprised player with its dense wall of text

"gosh so many texts That's a lot"

Likely causethe demo hint popup that presents a dense wall of text

Low

Game state and the checker's note
Game
Demo Hint popup open in center of screen displaying large block of text
Checker
Player reacts with genuine surprise while the Demo Hint popup displays a dense wall of text and remains stationary in Lobby.

Archive, Puzzle 1: Code Lock3 attempts, 4 moments, 3:41-19:42

Attempt 1 (3:41-3:53)

43:52Confusedunplanned

Archive door stayed closed after three tries and player said they need to find something

"OkayOkay, I cannot open it, so I need to find something. Something that can help."

Likely causethe Archive door gives no indication how to open after failed tries

High Abandoned

Game state and the checker's note
Checker
Player pressed interact on the Archive door three times with no opening and said they need to find something to help.

Attempt 2 (14:02-14:47)

1614:02Stuckunplanned

Archive door code lock kept player circling and trying the keypad without opening

No spoken comment.

Likely causethe Archive keypad gives no code hint or feedback when used

Medium

Game state and the checker's note
Checker
In Archive Code Lock zone from 842.5s player pressed interact at 845.8s and door stayed shut while position logs show circling within ~1m without progress

1714:23Confusedunplanned

Archive door keypad rejected code 0022 and player retried without success

"Paktet."

Medium

Game state and the checker's note
Checker
Keypad overlay shows 0022 with a red indicator for rejection and the player repeatedly attempts inputs in the Archive without opening the door.

Attempt 3 (19:16-19:42)

2119:17Confusedunplanned

The Archive door code lock left the player trying inputs without knowing the code

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

Likely causethe archive door keypad gives no hint to the code

Medium

Game state and the checker's note
Checker
Player at the Archive keypad says they still don't know the code while repeatedly pressing keypad inputs without opening the door.

Platform1 moment, 4:08

54:08Confusedby design

Red button platform left the player unsure how to interact before succeeding

"this bottom looks suspicious I want to use this but I cannot"

Likely causered button gives no clear interaction cue until approached

Low Resolved

Game state and the checker's note
Checker
Player says the bottom looks suspicious and they cannot use it, tries interact twice at 248.5s without effect, then realizes it is interactable and opens the Platform door at 253.4s.

upper hallway1 moment, 4:15

64:15Surprisedby design

Platform elevator surprised player when red button made it rise suddenly

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

Likely causethe red button gives no indication it is a platform elevator until it rises

Low

Game state and the checker's note
Game
Platform door opened at 244.869s and Y position increased from 0.9 to 3.5 between 245s and 257s after interact input
Checker
Platform Y rises from 0.9 to 3.5 after door Platform open at 244.8s while player says 'oh it's a leaf it's an elevator wow'

CEO Office2 moments, 4:52-5:03

74:52Confusedunplanned

CEO Office door stayed closed while player tried handle twice and wandered

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

Likely causeCEO Office door gives no feedback when tried

Medium

Game state and the checker's note
Checker
Player says they want break room then tries 'here and here' while standing at CEO OFFICE door and pressing interact twice with no opening, showing hesitation and retrying.

85:03Confusedunplanned

CEO Office door stayed closed through repeated handle tries while player voiced confusion

"I cannot open it as well. What is he hiding?"

Likely causethe CEO Office door stays closed without feedback when interacted with

Medium Abandoned

Game state and the checker's note
Checker
Player pressed interact six times between 302.6s and 304.5s on the CEO OFFICE door with no opening and said they cannot open it.

upper hallway1 moment, 5:17

95:17Confusedby design

Yellow Cutscene Trigger volume left visible made player stop and question it

"What is he hiding?"

Likely causeyellow Cutscene Trigger volume is visibly rendered in the hallway with label

Low

Game state and the checker's note
Checker
Player holds position for ~5s facing the yellow volume and asks "What is he hiding? Wow." showing confusion at the visible trigger.

CEO Office1 moment, 5:27

105:27Confusedunplanned

Window with yellow key behind blinds opened but key remained unreachable, prompting confused attempt to take it

"Can you take it? No?"

Likely causethe closed window with blinds blocks the yellow key with no cue how to reach it

High

Game state and the checker's note
Game
Window slide opened on interact at 328.5s but key remained on sill
Checker
Player looks at yellow key on sill behind window with blinds, opens the window slide at 328.5s, then spams interact and says "Can you take it? No?" without collecting the key.

Break Room1 moment, 6:01-8:35

116:17-8:25Confusedunplanned

Kitchen cabinets searched sequentially after finding first empty seeking window tool

"Nothing can you hear oh I want this one, Ah"

Likely causekitchen cabinets give no hint which contains item for window

Medium

Game state and the checker's note
Checker
Player opens sink cabinet to find it empty saying 'Nothing' then opens second cabinet and says 'I want this one' while searching for window tool

hallway1 moment, 8:59

128:59Confusedby design

Locked door lockpick interface confused player asking what it was while trying inputs

"What? What is?"

Likely causelockpick interface shows no control hints

Low

Game state and the checker's note
Game
lockpick minigame open on locked door
Checker
Player says "What? What is?" while lockpick UI is open and repeatedly presses directional/interact inputs without opening the door

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

Attempt 1 (9:39-10:23)

139:41Confusedby design

Mounted lion head left player staring as jaw moved and asking what else to do

"it is in the lion so what else"

Likely causemounted animal head animates without cue it controls the hidden door

Low Resolved

Game state and the checker's note
Game
Bear Head puzzle active in CEO Office; HiddenDoor opens at 585.8s after interact inputs
Checker
Player stares at the low-poly mounted head as its jaw animates and says "it is in the lion so what else," showing uncertainty about its purpose.

Break Room2 moments, 12:07-13:46

1412:22-13:38Confusedby design

Inventory grid left player asking how to move an item to another slot

"Okay? How can I"

Likely causethe inventory grid gives no on-screen hint how to drag an item

Low

Game state and the checker's note
Game
inventory grid open over Break Room, player stationary looking at fridge area
Checker
Player says 'Okay? How can I' while inventory grid is open, position stays at -3.82,-14.47 and inventory_move/rotate inputs fire without progress

1513:24Surprisedby design

Stool dropped to floor when player fumbled inventory and gasped in surprise

"I'm dropped."

Low

Game state and the checker's note
Checker
Event log shows two inventory_drop_item presses at 798.5s and 799.4s and player says "What? I'm dropped. Gosh." immediately after, a genuine surprise at own accidental drop.

Meeting Room2 moments, 14:50-16:04

1815:06Surprisedby design

the desk drawer revealed a hidden ripped page that surprised the player

"oh wow What a surprise."

Likely causethe desk drawer hides the ripped page until opened

Low Resolved

Game state and the checker's note
Checker
Player opened the desk drawer at 906.1s and audibly reacted with surprise while the log shows the drawer opening and later picking up Ripped Page B.

1915:28Confusedby design

Inventory paper left player trying to move it and assign quick slot instead of using it

"I want to assign quick slot"

Likely causethe inventory UI that shows use but not how to move or assign quick slot

Low

Game state and the checker's note
Checker
Player voices intent to move the item and assign a quick slot while repeatedly pressing inventory navigation inputs and saying not use it, showing confusion about inventory controls.

Lobby1 moment, 17:04-19:11

2018:52Confusedunplanned

Inventory quickslots cycled repeatedly while player fails to use items in Lobby

"That's pretty used."

Likely causeinventory inputs produce no visible effect or guidance on how to use or connect items

Medium

Game state and the checker's note
Checker
Player stands still at same position in Lobby and repeatedly presses inventory_use_item, toggles inventory, and cycles quickslot_3 eight+ times without progress or movement.

Archive Toilet3 moments, 20:03-20:33

2220:04Confusedby design

Archive Toilet left player questioning its purpose and searching for a hidden meaning

"Ah no it's a toilet. No, it's not a toilet. Maybe there is like a hidden one."

Likely causeArchive Toilet shows only standard bathroom fixtures with no cue to a hidden purpose

Low

Game state and the checker's note
Checker
Player voices confusion in the Archive Toilet saying it is and is not a toilet and hypothesizing a hidden purpose while re-entering the zone.

2320:13Surprisedby design

the red and silver Emergency Injector on the sink shelf surprised the player when spotted

"oh what do you have here"

Likely causethe small red and silver Emergency Injector sitting inconspicuously on the narrow shelf above the sink mirror

Low

Game state and the checker's note
Game
Emergency Injector pickup at 1215.4s in Archive Toilet
Checker
Player says "oh what do you have here" while camera focuses on red/silver cylinder on sink mirror shelf, then Emergency Injector pickup at 1215.4s confirms discovery.

2420:19Confusedby design

Trash bin hiding duct door left player unsure whether to collect items or move the bin

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

Likely causeduct door hidden behind trash bin gives no cue it is interactable or that the bin can be moved

Low Resolved

Game state and the checker's note
Game
in Archive Toilet, picked up Emergency Injector then opened BATHROOM_STALL2/DuctDoor
Checker
Player voices confusion about the door and trash bin while circling the Archive Toilet before opening the hidden duct door at 1227s.

Dropped moments

4 candidates the check did not keep

8:19SurprisedDropped by the check

Vending machine dropped cone to the floor after button press and player said Wow

Reason: The cone dropping is an expected staged reward immediately after the player presses the vending machine button, not an unplanned surprise, and the 'Wow' is curiosity about the item's use.

Game state and the checker's note
Game
vending machine dispensing item onto floor

12:40ConfusedDropped by the check

The archive goal is stated after quest complete with no confusion shown

Reason: Player completes demo_deliver_laptop and calmly states next goal without hesitation, retries, or saying they do not know how to access the archive.

15:39ConfusedDropped by the check

Ripped paper description was read aloud while player tried to assign it to quick slot

Reason: Player reads the description correctly as ripped and only states intent to move/assign quick slot, showing no misunderstanding that it needs the other half, and the claimed quote adds "there is missing" not in transcript.

Game state and the checker's note
Game
in Meeting Room idle at same position with no puzzle active

20:46SurprisedDropped by the check

Archive wall button flashes room red and sounds alarm without player showing surprise

Reason: At 1251s the green wall button is pressed and the room floods red with a loud alarm, but the only speech in the clip is a disappointed reflection about the puzzle being unnecessary with no gasp or exclamation at the alarm.

Game state and the checker's note
Game
green button pressed then wall flashes red and loud alarm sounds