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Hey, I did a playtest and have done a write up. If you have any questions, just let me know. I came across a few small bugs that I mentioned, but most of the write up is giving actionable feedback from my POV as a player. 

As with all play test feedback, it doesnt mean by opinion is correct. This is just my experience with the game as a player, and hopefully you find it useful as an alternate perspective.

Overall

I played BETWEEN PLACES for around 30 minutes or so. During that time I died once, and then re-clipped,  before eventually deciding to quit.

There are elements of the presentation that I like. The overall visual aesthetic is interesting, the chromatic aberration effects are well executed, you did an okay job establishing the setting, and the menu music is fitting, and creates a good sense of mood initially.

My biggest issue is that I experienced essentially no tension, fear, or discomfort during the playthrough. I spent all of my time walking through environments without encountering anything that made me feel threatened and as a result, exploration eventually started to feel empty rather than unsettling.

I also encountered some technical and usability issues, particularly with the inventory, settings, menu presentation and launching the game, which I will outline below.

Overall, well done on making something, but in its current state it feels empty, and tensionless.

First Impressions

The menu gave me a really good first impression. The music was fitting, and the it made it seem like the game was going to present me with a lot of weirdness (which it ultimately never delivered on). While the tone of the menu is good, I think there are some relatively straightforward improvements that could strengthen the first impression.

The glitch effect on the menu text is static. Given the aesthetic you're going for, I think having this subtly animate would make the menu feel considerably more polished.

The menu music is pretty good and fits the atmosphere nicely.

There is a chair (in the top left) being illuminated by a fairly noticeable light, but there isn’t actually a visible source for that light. This stood out to me.

I also didn't initially realise that REALITY meant QUIT. In hindsight I understand the connection, but I don't think it's immediately obvious from a usability perspective. I accidentally quit the game because of this. If you want to keep the current naming, I'd strongly recommend an "ARE YOU SURE YOU WANT TO QUIT?" confirmation afterwards, just in case there are more people like me that didn’t put two and two together.

Menu and UI

I'm personally not a fan of some of the deliberately obscure menu terminology.

Options such as "WHAT'S THAT?" and "SHH" have personality, but I don't think that personality is currently worth the reduction in usability. When I'm navigating a menu, I generally want to immediately understand where each option will take me. You can give menu labels character, but I would try to find a balance where their function is still obvious at a glance.

If you pause the menu during gameplay, you can see some of your menu elements are not aligned correctly. This is relatively minor, and is a quick fix to sort out.

I didn’t change any graphical settings before starting a new game, and once I was in game threre was no way to enable VSYNC.

Technical Issues

The .exe didn't launch on the second attempt I made to open the game after accidentally quitting.

When I eventually got it running again, the audio was extremely quiet. After checking the settings, I found that both audio sliders had somehow been set to zero.

I'd recommend allowing the important display options to be changed from the in game settings menu rather than requiring the player to leave their current session.

Inventory

The inventory didn't appear to function correctly during my playthrough. I collected items, including bars and drinks, but couldn't find a way to actually consume them. This affected my run as I could see my sanity depleting but there was nothing I could do to stop that. I later died with an inventory of about 9 bars, and 8 drinks.

Exploration and Pacing

I have played many Backrooms games, and they just never really create a scary environment. Big empty levels just aren’t tense or fear inducing for me. I would ask yourself what the main emption you’re trying to evoke is. When the whole game feels empty, there is no desire for me to progress, or to explore.  I didn't encounter enough variation, interaction or meaningful threat to make exploration feel purposeful. After around 20 minutes, I reached a particularly long section requiring me to crouch, only to eventually reach a dead end. That was the point where my motivation dropped considerably as I was already just walking through quite an empty level, and now I was going to have to backtrack while crouching through one.

I did continue a little further and eventually reached the ladder area containing two pages. After this, because I couldn't use the items in my inventory, I eventually died and reached the ERROR... 404 screen.

I think the key question I'd ask when reviewing these areas is:

"What is the player experiencing or anticipating while travelling through this space?"

Walking through a long corridor can work in horror, but there needs to be a reason that walking through it creates an emotion. That could be uncertainty, vulnerability, anticipation, environmental storytelling, navigation decisions, audio cues or the possibility of encountering something dangerous. Without those elements, a long corridor risks simply feeling like a long corridor, and that’s how this game felt to me.

Horror and Tension

Across approximately 20 minutes, I would personally rate the fear I experienced as 0/10. Others will find this more appealing Im sure, but I never felt particularly vulnerable and, more importantly, I became increasingly confident that I wasn't going to encounter anything. Once I as a plater develop that confidence, the environments stopped creating tension. In contrast, I am currently playing through Resident Evil 1 on PS1, and that is creating tension constantly. Im constantly hoping to find more bullets. I hardly ever have enough herbs, and every encounter is a risk.

This is worth emphasising because I'm generally very susceptible to horror games. It doesn't take much to make me uncomfortable when I believe something could actually happen. Here, however, I didn't develop that expectation. For horror to work, I don't necessarily think you need to constantly put enemies in front of the player What I think is missing is credible uncertainty. Make me question whether the sound behind me actually means something. Give me a reason to hesitate before entering the next room. Occasionally change something when I return to an area. Establish rules and then subtly violate them. Give me glimpses of something without immediately explaining it. The player doesn't necessarily need to be in danger all the time, but I think they need to believe that they might be.

Audio

There were occasions where I triggered sounds such as knocking and other environmental effects. The idea is good, but the individual effects often felt disconnected from the environment. Some also contain quite a lot of background noise, which gives them the impression of having come from different sources (like FreeSound) rather than belonging to the same soundscape. I'd recommend doing an audio consolidation pass. Even when using free sound libraries, processing the sounds so they share similar EQ, reverb, volume and environmental characteristics can help them feel like they were created specifically for the same game. More importantly, I would connect these sounds more closely to the horror design. A knock becomes much more effective if the player starts wondering what caused it. If environmental sounds repeatedly occur without consequence, I eventually learn that they're harmless background effects. The sounds you trigger at points, are not actually that bad, they just feel very disconnected, and don’t add to the tension.

If you’ve not heard of FMOD or WWISE, I would look at building some tension, rather than just triggering sounds. Use them to build over time, rather than using instant triggers that feel out of place.

Environmental Presentation

The visual aesthetic itself is one of the stronger aspects of the game. I like the overall presentation of the environments, and there are some creative choices here that fit the surreal Backrooms inspired setting. The background hum from the fluorescent lighting works particularly well for establishing the space. It does become somewhat repetitive over longer periods, but as an environmental detail it contributes nicely to the identity of the world. You have put together an interesting environment but I do think you need to build on that.

The chromatic aberration is also pretty well implemented. In particular, the visual effect used when dying and respawning or "reclipping" into the environment works well and feels considerably more polished than some of the surrounding systems. If you asked me to pick out the single best small detail of this game, that is it for me.

I think there's a solid atmospheric foundation here. The bigger challenge is giving the environments enough gameplay and tension to complement that presentation.

Story and Collectable Pages

I found the collectable pages a bit  too long. I made the effort to read the material about Brie and Carly, but I wasn't receiving enough payoff for the amount of information I was being asked to absorb. In a game where the player is primarily exploring, stopping to read long passages of text interrupts the pacing, and becomes more of an inconvenience over time than something positive. I'd consider either reducing the amount of pages, or just shorten some of the text, and if possible, maybe look at communicating more of this information through the environment itself. You could also ask yourself a broader design question:

"If I removed these pages, would the game lose part of its identity?"

Based on what I played, I'm not sure that it currently would (though admittedly I didn’t finish it). Reading about Brie and Carly should ideally change how I interpret something I'm seeing, reveal something I'm looking for, make me concerned about what happened to them, or establish information that later pays off. Otherwise, the pages risk becoming lore that exists alongside the game rather than storytelling that strengthens it.

Player Emotions

At some points I definitely experienced curiosity, such as when I first came across a door, or the area with the blue outline leading through a wall. I was initially intrigued by the visual aesthetic, but these decreased over time as nothing happened.

Fear remained at essentially 0/10 throughout the playthrough. I didn't experience much frustration either. Even when I encountered issues such as the inventory not working, my reaction was more that I was losing motivation to continue than becoming actively frustrated, though I knew it would ultimately lead to me dying.

I think that's an important distinction. Frustration can sometimes mean that the player is invested and wants to overcome something. My bigger concern here is that I wasn't particularly worried about what was going to happen next.

Final Thoughts

BETWEEN PLACES has an interesting visual foundation. I like the overall aesthetic, the environments have some strong atmospheric qualities, the menu is fairly inviting (even if I don’t personally think the game matches that), and effects such as the chromatic aberration during respawning are nicely executed.

For me, the biggest area to focus on is giving that atmosphere something to support. At the moment, there is a lot of walking but very little anticipation attached to that walking. Environmental sounds happen, but I quickly stopped believing they represented a threat. I found pages, but the information didn't meaningfully affect how I understood or interacted with the world. I collected survival items, but couldn't use them.

The result was that I never really felt threatened, which just leads to loss of motivation as a player.

There are definitely some good creative ideas in there. I think the next step is making sure the gameplay, horror design and environmental storytelling give players a reason to care about moving through that world.

 

Thanks for your feedback!

The goal wasn't to give players fear, more unsettling, feeling of not being meant to be here. It's something I'm working on and refining. As for feeling empty, its a bit tough to find the balance between the right about of stuff and too much stuff. 

You are not the only person who got confused by the menu names so I think I'll revert them to make it understanding easier. 

As for the audio going to zero, it's a known bug I'm trying to fix. 

As for the notes, it's something that 100% needs work, not much of a pro when it comes to stories and such, so forgive me haha. 

As for the items, you can consume them by left-clicking. You are the second person who didn't know, even tho there are controls to access via main menu and pause menu. 

My game isn't meant to be for actual horror fans, game was built on inspired by The Complex, plus there is only so much I can do with a walking simulator but that doesn't mean I have no other places to improve upon, while I'm not aiming to scare players or having something chase them, my goal is make the player feel off and weird like they're not meant to be here. 

Thank you for your feedback, this is my first game after all and have much to learn and improve upon. 

I want to reply to a few of your points below.

First off, it can be frustrating to hear feedback that isnt 100% positive. I remember seeing my first negative review on Steam, and being a bit personally hurt by it. This isnt a negative review. This is just some feedback explaining why or why I felt a certain way while playing your game. What scares one person wont scare another, and what makes one person uncomfortable wont make another uncomfortable, so just use the feedback to build a wider understanding of how to get your intended feelings across to the player. Putting the time in to make a game, and sharing it with the world, is something to be proud of, so well done on your achievement. Dont take any negative implications about aspects of the game personally.

I can guarantee you the left click to consume the bars and drinks was not working during my playthrough. It wasnt a case of me not understanding to left click the item in the inventory. I read the controls.  I have a full recording of it not working. You can see me clicking it, and nothing happens. I am trying to left click, click and drag, click and hold etc, so there is a bug where this does not work on every playthrough. This I 100% guarantee you, so please dont put this down to me not understanding to left click the items in the inventory because I have a full recording of me doing just that. Dragging items out of the inventory to drop them was also not working, and this is also in the recording, so there is 100% a bug with this. Its possible this doesnt happen every time you launch the game. 

If you would like to hop on a call on Discord, I am very happy to go through this with you and show you. 


Regarding the fear/unsettling feeling, I understand your point, and perhaps I used the word "fear" too much. Within "fear", I do also mean any form of unsettling feeling, or eerie feeling, but I also didnt get that feeling from my playthrough. I just wanted to clarify that I didnt mean just "fear" in the sense of "Oh my God a terrifying creature".


Anyway, those were just some final thoughts. Best of luck with the continued development of your game.


I 100% understand, im possible for me to make a game that suits everyone and I know not everyone will like it! 

I know there are shortfalls with my game and some areas that do need to be fixed. 

Oh and as for the not clicking items, I just thought you didn't check the controls since you didn't indicate you did, plus I had one other person have the same issue but admitted they didn't check the controls, sorry for assuming. That's the thing with the bug you had, I'll note it down but like with some bugs, if hardly anyone reports having the issue, it's hard to replicate but I will do some investigating. 

Thanks for your feedback. :)