After developing our game further, we had a second playtest on the 27th of March, in which we recorded all of the feedback we got verbally from our playtesters and sent them surveys that they could answer regarding our game.
With all of the feedback we garnered, we created a google doc in order to track all of the feedback and cross them off as we went:

We also decided to add these tasks to Trello, maintaining our Priority categorization and labelling each task with what team member was assigned to the task:

Some tasks were never accomplished as we decided that they were too low priority with too little impact, or we had found another way around them. For example, implementing i-Frames to the pitfall was never completed because we changed the pitfall fundamentally and it was no longer able to deal damage.
Of the tasks we had assigned ourselves after the playtest, these were the ones I completed:
Player
- Bug where player was unable to move ~ Bug Fixing – Pt 2
- Player turns invisible when walking into Pitfall
- This was a bug in the tutorial where the playerRespawn transform was located outside of the bounds of the room
- Player collider is too big ~ Quality of Life Changes
- Hitbox should be lower body ~ Quality of Life Changes
- Pitfall dash problem ~ Pitfall Interaction – Pt 2
Enemies
- Enemies pick up health potion bug ~ Bug Fixing – Pt 2
- Items should spawn in after death animation
- This bug was due to the Terra Shard instantiating too quickly, I simply created a coroutine to wait before it was instantiated
Tutorial
- Whisper doesn’t die no matter what its HP is ~ Bug Fixing
- Whisper is able to shoot at the player through walls ~ Bug Fixing
Obstacles
- Rearrange pitfalls
- This was due to the playerRespawn transform being in awkward locations in some of the room prefabs
- Spike hitbox needs to be fixed
- Players felt the hitbox was too big, so I reduced them in the stalagmite prefab
UI/UX
- Main menu freezes
- This bug was due to the Time.timeScale not being set back to 0 when the player would press the main menu button in the pause menu or the game over menu
Hub/Dungeon
- Invisible walls in the depression gate scene ~ Playtest Changes
- Closed room is offset
- This was simply a matter of changing the transform values of the closedRoom prefab
- Players and enemies were able to walk through walls ~ BIG PATCH
- Rooms would overlap slightly ~ BIG PATCH