30/05/25 – Reflection: First Test Run and Critical Adjustments

30/05/2025

🧪 Initial Test Run: Key Observations

Today I ran an informal test session of the escape room with Harry and Gemma. It wasn't a fully polished version—this was more opportunistic because they were available—but it gave me valuable insight into the build's current state.

🛠 Major Issues Identified

1. Hotspot Errors

  • Several hotspots were incorrectly set; wrong triggers meant some didn't activate properly.

  • These need to be reprogrammed.

2. Projection Misalignment

  • The editing template doesn't match the real-world pod walls.

  • As a result, hotspots and visuals don't line up during projection.

  • Despite sending diagrams to Immersive, there's been no resolution—this remains a recurring frustration.

  • As a workaround, I'll need to manually realign everything again—tedious but unavoidable.

3. Prime Number Game Flaw

  • The idea: select prime numbers, avoid penalties for non-primes.

  • Problem: once prime numbers are removed, non-prime numbers clutter the board without regeneration, leaving players stuck.

  • Solution needed: adjust number regeneration mechanics.

4. English Area Confusion

  • Participants didn't realise:

    • They needed to solve an anagram.

    • There were two separate locks (Montague and Capulet).

  • Clues disappeared too quickly, caused by the preset atom timeline.

  • Players got distracted before they could absorb the instruction.

5. Hexagon Puzzle Shortcut

  • A coding shortcut I used accidentally allowed players to reset the path—making the puzzle easier than intended.

  • Needs a fix to prevent backtracking and enforce a clean path reset.

✅ What Worked Well

1. Hexagon Puzzle Overall

  • Despite the unintended shortcut, Harry and Gemma figured it out in under 5 minutes.

  • With more participants, the difficulty seems balanced.

2. Core Mechanics

  • The fundamental gameplay structure held up.

  • Room transitions, basic interactions, and sequence logic worked.

🎧 Audio & Atmosphere Issues

  • Rain sounds cut out after the first room—left participants standing in silence, which killed the mood.

  • No background sounds or victory cues when challenges were completed—made the experience feel flat.

Fixes planned:

  • Reintroduce ambient rain loops across all rooms.

  • Add narrative audio—e.g., the teacher in the cupboard groaning or sarcastic student voiceovers goading the players.

  • Make sure reward sounds play on completion of each puzzle.

🎥 Test Recording

  • I recorded the entire session using the 360° camera.

  • Reviewing the footage will help:

    • Identify where players hesitate

    • Catch any timing or interaction gaps

    • Fine-tune clue delivery and timing pacing

⏳ Timing & Flow

  • Harry and Gemma completed the entire experience in 18 minutes.

  • Target run time = 25 minutes.

To hit the target without making it feel slow:

  • I may need to add more puzzles or light red herrings.

  • Could slow progression slightly without resorting to overt padding.

  • Fine-tune the difficulty balance without patronising players.

✅ Summary of Next Steps

  • Fix hotspot triggers

  • Realign projections manually (again)

  • Adjust prime number game mechanics

  • Redesign English anagram clues and lock instructions

  • Patch hexagon puzzle shortcut

  • Add consistent ambient audio (rain loops, victory sounds, mocking voiceovers)

  • Review 360° footage for further insights

  • Consider adding subtle red herrings or bonus tasks

  • Aim for ~25 minutes average completion time

💭 Personal Reflection

While today's session highlighted several flaws, I'm actually feeling positive.
The core structure is sound—what's missing is clarity, atmosphere, and minor mechanical tweaks. I'm grateful I tested early while there's still time to refine.

Onward to polishing!

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