02/06/25 – Reflection: Test Run Adjustments, Audio Tweaks, and Thematic Refinement
🧪 Second Pod Test: Major Observations
I ran another test session in the pod to evaluate recent changes.
Overall: Most systems worked, but several technical and usability issues surfaced.
🛠️ Key Issues and Changes Identified
1. Editing Challenges
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Immersive software in the pod remains frustrating for live edits.
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The browser version is limited; next time I'll bring my laptop to edit via Chrome, assuming Wi-Fi is stable.
2. Wipe-to-Reveal Inconsistency
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The whiteboard wipe effect resets each time players re-enter the main room.
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It breaks flow—players have to re-wipe every time, making it feel disconnected.
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Still investigating workarounds.
3. Audio Enhancements
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Added a wipe sound effect (scraping noise) to improve immersion.
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Discovered a shortcut to attach sounds directly to wipes—but it disrupts my plan for progressive voice prompts ("One down", "Two down"), as players could wipe out of order.
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Reverting to a number-based trigger system with hidden hotspots for sequential counting and voice prompts.
4. Contraband Counting
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Plan to implement interval atom triggers for item finds—again to manage non-linear discovery and ensure proper progression in the narrative.
5. Background Video Alignment
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Projected background images shift vs. the hotspots, especially on different surfaces.
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Solution: Use invisible hotspots mapped independently over the video to avoid misalignment.
6. Thematic Shift: Tron Aesthetic
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Fully leaning into a Tron-inspired design:
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Tron music
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Light cycle battle aesthetic
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Blue neon grids and hexagons
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Updating the quiz visuals to blue hexagons or disc-style shapes (matching Tron identity discs).
🎯 Game-Specific Adjustments
Jurassic Park Video
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Originally a 15-minute loop (dangerous for time management—people stare at frozen screens).
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Solution: Cut to a 30-second loop that auto-closes to prevent dead time.
English Quiz Clues
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Changed clue timers:
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Important clues now stay on screen permanently.
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Previous version had them disappear after 90 seconds, causing players to miss critical hints.
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Montague/Capulet Lock Puzzle
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Added labels or subtle clues to distinguish which side is Montague and which is Capulet.
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Swapping out padlock mechanism for a keypad input—less fiddly and faster for users.
Splat Game Adjustments
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Originally set a target score of 300—too high.
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Reduced to 150 to make success attainable within the time window.
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May update the Splat Game visuals to Tron-style discs instead of purple question marks.
Scene Transitions
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Discovered a weird jarring beep during transitions—likely an old atom leftover.
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Need to track and delete old sound triggers.
Scene End Condition
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Forgot to implement a scene-ending atom after unlocking the final door.
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Without it, players are stuck until the overall timer runs out—needs fixing.
📝 Additional Fixes and Notes
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Hotspot Realignment: Ongoing challenge; will require another recalibration.
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Voiceover Expansion: Need to record more narrative elements and player cues.
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Auto-locking Videos: After playback, screens need to lock to prevent players from clicking back into completed puzzles.
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Consistency: Working toward a unified Tron aesthetic across all rooms.
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Testing Approach: Next session, I'll stay outside the room to avoid giving hints—true user testing needs hands-off observation.
✅ Summary of Completed/Planned Actions
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✔ Improved wipe sounds and audio feedback
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✔ Reverted to atom-based sequential counting
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✔ Began full Tron-themed rebranding
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✔ Adjusted Splat Game target score
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✔ Reconfigured quiz timings and visuals
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🚧 Hotspot alignments still need rework
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🚧 Jurassic Park screen auto-close loop needs implementing
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🚧 Scene end atom to be added
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🚧 Remove rogue beeping sound during transitions
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🚧 Additional audio voiceovers to record
💭 Personal Reflection
The project is moving forward, but at the cost of time—progress is slow and meticulous.
Still, the Tron theme is giving the room cohesion and the fixes are bringing it closer to a polished, immersive experience.
Next priorities:
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Make the room flow tighter
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Keep players immersed and moving
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Minimise distractions and technical inconsistencies
Problems Log
Wipe to reveal resets when returning to main room
Wipe overlays reset when transitioning between rooms, disrupting flow
Investigating hidden hotspot or atom workaround to maintain state
Trial & error; exploration of immersive settings
Immersive Freshdesk, personal experimentation
Ensures game continuity and avoids redoing tasks
02-06-25
In Progress
LO4
Sounds triggering out of sequence
Deleted atom triggers broke the sequence of sounds; sound triggers must follow correct wipe order
Plan to reintroduce atom-based trigger system instead of individual sound settings
Personal analysis of sequence logic
Previous functional build review
Maintains ordered feedback for correct wipes
02-06-25
In Progress
LO5
Contraband item counters not in sync
Items may be found out of order, misaligning progress feedback
Plan to use global interval atom for counting finds regardless of order
Game mechanics testing
Escape room design patterns
Prevents confusion and supports accurate feedback
02-06-25
In Progress
LO4
Projection alignment issues (hotspots shifting)
Background video shifts cause hotspot misalignment
Moving to invisible hotspots that don't rely on background matching
Experience with projection distortion
Practical projection testing
Stabilizes hotspot interaction accuracy
02-06-25
In Progress
LO4
Players staring at looping videos
Concern players may waste time waiting on video loops
Plan to shorten video to 30s and auto-close window after play
Prior observations of user behaviour
Immersive design best practices
Prevents unnecessary time-wasting and keeps flow
02-06-25
In Progress
LO5
Difficulty knowing which cypher to use (Montague/Capulet)
Lack of clear labeling made puzzle confusing
Plan to add visual indicators for cypher pairing
Feedback and self-testing
Escape room clarity standards
Reduces confusion, keeps puzzles fair
02-06-25
In Progress
LO4
Padlock number spinner too difficult to use
Immersive's padlock interface is clunky and frustrating
Plan to replace padlock with a keypad entry system
User experience testing
Ease of interaction research
Improves usability and player satisfaction
02-06-25
In Progress
LO4
Splat game target score too high
Initial 300-point target is unrealistic based on testing
Plan to lower target to 150 for realism
Trial run results
Game balancing principles
Keeps game achievable and fun
02-06-25
In Progress
LO5
Background inconsistency across games
Inconsistent themes and visuals across different puzzles
Plan to unify aesthetics using Tron-themed visuals
Thematic analysis and design sense
Thematic consistency in games
Enhances immersion and professional feel
02-06-25
In Progress
LO3
Extra sound beep during scene transition
Unexpected beep on transition possibly caused by leftover atom
Plan to review scene transition settings and atom triggers
Previous build reviews
Debugging common errors
Removes jarring audio for smoother transitions
02-06-25
In Progress
LO4
Click sounds despite being disabled
Immersive software playing click sound on hotspot activation even with volume off
Plan to contact Immersive support for resolution
Freshdesk and trial fixes
Vendor technical support
Ensures cleaner audio environment
02-06-25
In Progress
LO3
Missing end scene trigger
Escape room doesn't end automatically after unlock
Need to add scene-end trigger after lock code success
Scenario planning
Standard escape room flow design
Ensures experience has a proper end
02-06-25
In Progress
LO5
Walls for the room with the Tron Theme
Hotspot and Images Alignment Issues

Using "fit to size" has caused the alignment of images and hotspots to be incorrect

Using "fit to size" has caused the alignment of images and hotspots to be incorrect

Using "fit to size" has caused the alignment of images and hotspots to be incorrect