30/05/25 – Reflection: First Test Run and Critical Adjustments
🧪 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
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Several hotspots were incorrectly set; wrong triggers meant some didn't activate properly.
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These need to be reprogrammed.
2. Projection Misalignment
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The editing template doesn't match the real-world pod walls.
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As a result, hotspots and visuals don't line up during projection.
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Despite sending diagrams to Immersive, there's been no resolution—this remains a recurring frustration.
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As a workaround, I'll need to manually realign everything again—tedious but unavoidable.
3. Prime Number Game Flaw
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The idea: select prime numbers, avoid penalties for non-primes.
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Problem: once prime numbers are removed, non-prime numbers clutter the board without regeneration, leaving players stuck.
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Solution needed: adjust number regeneration mechanics.
4. English Area Confusion
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Participants didn't realise:
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They needed to solve an anagram.
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There were two separate locks (Montague and Capulet).
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Clues disappeared too quickly, caused by the preset atom timeline.
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Players got distracted before they could absorb the instruction.
5. Hexagon Puzzle Shortcut
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A coding shortcut I used accidentally allowed players to reset the path—making the puzzle easier than intended.
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Needs a fix to prevent backtracking and enforce a clean path reset.
✅ What Worked Well
1. Hexagon Puzzle Overall
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Despite the unintended shortcut, Harry and Gemma figured it out in under 5 minutes.
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With more participants, the difficulty seems balanced.
2. Core Mechanics
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The fundamental gameplay structure held up.
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Room transitions, basic interactions, and sequence logic worked.
🎧 Audio & Atmosphere Issues
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Rain sounds cut out after the first room—left participants standing in silence, which killed the mood.
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No background sounds or victory cues when challenges were completed—made the experience feel flat.
Fixes planned:
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Reintroduce ambient rain loops across all rooms.
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Add narrative audio—e.g., the teacher in the cupboard groaning or sarcastic student voiceovers goading the players.
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Make sure reward sounds play on completion of each puzzle.
🎥 Test Recording
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I recorded the entire session using the 360° camera.
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Reviewing the footage will help:
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Identify where players hesitate
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Catch any timing or interaction gaps
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Fine-tune clue delivery and timing pacing
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⏳ Timing & Flow
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Harry and Gemma completed the entire experience in 18 minutes.
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Target run time = 25 minutes.
To hit the target without making it feel slow:
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I may need to add more puzzles or light red herrings.
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Could slow progression slightly without resorting to overt padding.
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Fine-tune the difficulty balance without patronising players.
✅ Summary of Next Steps
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Fix hotspot triggers
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Realign projections manually (again)
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Adjust prime number game mechanics
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Redesign English anagram clues and lock instructions
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Patch hexagon puzzle shortcut
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Add consistent ambient audio (rain loops, victory sounds, mocking voiceovers)
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Review 360° footage for further insights
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Consider adding subtle red herrings or bonus tasks
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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!