Playtest: Player 2

Analyzed by Muse Spark 1.2

10 moments worth a look: 9 confused, 1 suspected bug.

6:04 recording, 10 moments kept, 0 dropped. 0:57 stuck or blocked.

Top problems

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

  1. ArchiveHigh1 visit1 moment0:40 stuck10
  2. Archive, Code LockHigh1 attempt2 moments0:17 stuckAbandoned67
  3. entry roomHigh1 visit1 moment2
1 2 5 6 7 9 10
3 4 8
  • 9 Confused
  • 1 Suspected bug
  • 0:57 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.

res://addons/cogito/DemoScenes/COGITO 3 Lobby.tscn1 moment, 0:16

10:16Confusedby design

Inverted look controls confused player who paused to find Invert Y Axis toggle.

"Oh, I'm I'm stopped into, I haven't inversed control. Can I switch it? it?"

Likely causeInvert Y Axis is enabled causing inverted pitch

Low

Game state and the checker's note
Game
in COGITO_3_Lobby then paused in Pause Menu on Gameplay showing Invert Y Axis enabled
Checker
Player says controls are inverted and pitch log shows wild up/down oscillation (+53 to -88) before pausing to open Options.

entry room1 moment, 0:37

20:37Confusedunplanned

Door that stayed locked after player tried to open it and checked the quest log

"I can't open it"

Likely causethe door that stays locked without explaining why

High

Game state and the checker's note
Game
door shows "I can't open it" after interact and player opens inventory/quest menu
Checker
Player says "I can't open it" immediately after a single interact attempt on the door fails and then opens inventory/quests while remaining idle by the door.

CEO OFFICE1 moment, 2:10

32:10Confusedby design

CEO office door stayed locked while player tried interact repeatedly and read the Pick Lock requirement

"can open pick lock Since I required to"

Likely causeCEO office door showed Pick Lock Required prompt but gave no feedback on interact

Low

Game state and the checker's note
Game
CEO office door showed Open [HOLD] Unlock and Pick Lock prompts and remained locked through multiple interact attempts
Checker
Player pressed interact four times on the locked CEO OFFICE door between 130.4s and 132.4s while transcript contains "can open pick lock Since I required to" with hesitation "uh".

CEO OFFICE1 moment, 2:57-3:31

43:15Confusedby design

CEO laptop pickup left player checking inventory and quest log unsure where to deliver

No spoken comment.

Likely causethe CEO laptop gives no on-screen delivery cue after pickup

Low

Game state and the checker's note
Checker
Laptop pickup at 187.9s followed by standing idle and opening inventory/quests while saying 'what is this' / 'what do we have now'; claimed quote not in transcript.

Break Room1 moment, 3:36-3:57

53:43Confusedby design

The fridge delivery made player ask if it was enough before quest completed

"Is it enough?"

Likely causethe fridge gives no immediate confirmation until the quest banner appears

Low Resolved

Game state and the checker's note
Game
In Break Room with fridge inventory open, quest demo_deliver_laptop completed at 229.2s
Checker
Player says 'I don't know Is it enough?' while repeatedly moving the laptop into the fridge before the quest completes at 229.2s and then says 'Yes. it's enough.'

Archive, Puzzle 1: Code Lock1 attempt, 2 moments, 4:04-4:22

Attempt 1 (4:04-4:22)

64:05Confusedunplanned

Archive door keypad had no code cue so player tried keypad then shot door

"I need some kind of code. Can I just break the"

Likely causethe archive door keypad gives no code hint

High Abandoned

Game state and the checker's note
Checker
Player says they need a code for the archive door, tries the keypad twice with no success and shoots the door before leaving the area.

74:12Suspected bugunplanned

Archive door hitches when shot and player notes freeze

"If shoot and freeze the game"

Likely causethe archive door hitches when shot

Medium Abandoned

Game state and the checker's note
Game
perf frame_ms 141.92 at 251.5s then fps 21 at 252.5s after shooting
Checker
perf jumps to 141.92 ms at 251.5s immediately after action_primary shot at 249.8s and player says If shoot and freeze the game, showing unplanned hitch treated as broken

Laboratory1 moment, 4:48

84:48Confusedby design

Lab power switch toggled and player asks what it gave with no clear feedback

"and what it gave me"

Likely causelab power switch gives no clear sign of what changed

Low

Game state and the checker's note
Checker
Player interacts with 'Lab power off/on' switch and says 'and what it gave me' with no visible effect beyond label change, showing confusion about its function.

Archive Toilet1 moment, 4:55-5:10

95:03Confusedby design

Archive Toilet DuctDoor spinning left player asking what's happening before entering archive

"Object? Oh, what's happening? Okay."

Likely causethe DuctDoor hidden panel spins/opens with no clear cue it is now passable

Low Resolved

Game state and the checker's note
Game
in Archive Toilet with DuctDoor open, quest demo_access_archive active until Archive entry at 310s
Checker
Player says "what's happening?" while stationary in Archive Toilet after DuctDoor opened at 300.2s, hesitating before entering the archive.

Archive1 moment, 5:09-5:50

105:16Confusedunplanned

Archive entry left player repeatedly opening quest log unsure if objective was complete

"I don't know if I'm there but"

Likely causethe Archive provides no clear next objective after the access quest completes

High

Game state and the checker's note
Game
quest demo_access_archive completed on zone_enter Archive at 310.0s
Checker
Player stands stationary in Archive after the access quest completed at 310.0s, repeatedly triggering inventory inputs while saying they don't know if they are there.