Level 5: Quest Log – Trial by Judgment (Playtesting Judgement Day)


 With Judgement Day now fully developed, our team entered the final phase of the design cycle: playtesting. Up to this point, we had iterated internally—refining mechanics, narrative flow, and learning alignment—but this was the first opportunity to observe how an actual player would experience the game from start to finish.

The goal was simple: does the game work as intended—not just technically, but cognitively? Does the player understand the system of judgment we’ve built, and can they apply it?

๐Ÿงช The Playtester & Setup

For this playtest, I selected a participant who falls within our target audience: someone familiar with games and narrative experiences, but not deeply familiar with Dante’s Inferno. This made them a strong fit—they would approach the game with curiosity rather than prior knowledge, allowing me to observe how well the system teaches itself.

The playtest was conducted asynchronously; the player tested the game independently and reported their findings afterward. This approach allowed me to analyze their reported decision-making process while identifying specific moments of hesitation, confusion, or engagement through their feedback.

The session lasted approximately 15–20 minutes, covering a full playthrough of the experience.

๐ŸŽฏ Playtesting Focus

The playtest centered on a few key areas:

  • Understanding of the core gameplay loop (read → judge → receive feedback → progress)
  • Clarity of moral distinctions (especially between categories like Fraud and Violence)
  • Effectiveness of feedback and learning passages
  • Overall flow, pacing, and usability

To capture data, I relied on a combination of:

  • Direct observation during gameplay
  • Informal follow-up questions after completion
  • Notes on player reactions and decision patterns

⚙️ Technical Performance

From a technical standpoint, the game performed well. The browser-based format via Itch.io allowed for smooth access and play without installation barriers.

There were no major technical issues during the session, though minor observations included:

  • Occasional hesitation in navigating between passages
  • Brief pauses when interpreting more complex scenarios

These were not system errors, but rather moments tied to player comprehension—which, in many ways, is exactly what we wanted to evaluate.

๐Ÿง  Experience Running the Playtest

One of the most interesting aspects of the playtest was watching how the player approached judgment.

Rather than immediately adopting the structured logic of Dante’s system, the player initially relied on personal intuition and emotional reasoning. This led to a few incorrect classifications early on—not because the player wasn’t engaged, but because they were applying a modern moral lens instead of the framework presented in the game.

However, as the playthrough continued, a shift began to occur.

The player started to recognize patterns. They began questioning their assumptions. Instead of asking, “What feels right?”, they started asking, “How would this be classified within this system?”

That shift—from instinct to structured reasoning—was one of the most important confirmations that the game’s learning objective was working.

๐Ÿ“Š Playtest Findings

Several key takeaways emerged from the session:

  • The core gameplay loop was quickly understood and easy to follow
  • The narrative scenarios were engaging and immersive
  • Players responded positively to feedback that explained the reasoning behind correct answers
  • Some confusion remained around subtle distinctions between similar sin categories

In particular, cases involving overlapping interpretations (such as necessity-driven theft) prompted deeper thought, but also highlighted where additional clarity could strengthen the experience.

๐Ÿ›  Design Improvements

Based on the playtest, several opportunities for refinement became clear:

  • Strengthen explanations distinguishing similar categories (e.g., Fraud vs. Violence)
  • Reinforce learning through slightly more explicit feedback language in key moments
  • Consider subtle enhancements such as:
    • Additional context cues for each Circle of Hell
    • Slightly more guidance earlier in the experience

These changes would not alter the core design but would help smooth the player’s transition into the system of judgment.

๐Ÿ”„ Reflection

If I were to run additional playtests, I would make a few adjustments:

  • Include multiple playtesters with varying familiarity in literature and games
  • Use a more structured survey or questionnaire to standardize feedback
  • Observe additional sessions with minimal intervention to better capture natural player behavior

Each of these would help build a more complete picture of how different players interpret and engage with the system.

๐ŸŽฏ Final Thoughts

Overall, the playtest confirmed that Judgement Day successfully delivers on its core goal: engaging players in critical thinking through moral classification.

More importantly, it demonstrated that players could move beyond instinctive judgment and begin to understand—and apply—a structured philosophical system through interactive design.

In a way, the playtest mirrored the experience of the game itself.

At first, judgment is uncertain.

But with time, patterns emerge.

Additional Playtesting Reflection 

(I had this post ready to go, and then I get a phone call.  I just had to add this section to it)

Following the initial playtest, I had the opportunity to conduct additional playtesting with two more participants—my parents. While they fall outside the intended target audience, their perspective offered valuable insight into how accessible and intuitive the experience is for a broader range of players.

The playtests were conducted asynchronously, with each of them playing through the game independently via the Itch.io build. Afterward, I gathered feedback through informal discussion.

Both playtesters found the beginning of the game easy to follow, indicating that the onboarding and core mechanics were clearly communicated. As they progressed, they noted that the later cases became significantly more challenging, which aligns with the intended scaffolding of the experience. The increasing complexity required more careful thought and interpretation, suggesting that the difficulty curve is functioning as designed.

One of the most consistent pieces of feedback was their appreciation for the visual presentation and overall polish of the game. They specifically commented on the artwork and atmosphere, noting that it contributed to a strong sense of immersion.

While their interpretations of some cases differed from the intended classifications—likely due to differences in familiarity with Dante’s framework—this further reinforces the importance of clear feedback and learning reinforcement within the game.

Overall, these additional playtests supported earlier findings while also confirming that Judgement Day is accessible to players outside the core audience, with a difficulty curve that encourages deeper engagement over time.

๐ŸŽฎ Play the Game

You can experience Judgement Day here:
Judgement Day by Darthnihilious

๐ŸŽฎ Quest Log: Level 4 – The Road of Trials


 The Road of Trials has been one of the most involved parts of this course so far. Over the past six weeks, our team has worked through the process of designing, building, and refining a complete educational game experience based on Dante’s Inferno. Looking back on everything we’ve done, this phase really highlighted what it means to move from an idea into something playable—and then into something meaningful.


๐Ÿง  The Design Process (6-Week Journey)

Over the six-week period, our process evolved quite a bit as the project grew.

We started by establishing the core concept: a judgment-based game where players evaluate souls and assign them to the correct Circle of Hell. From there, we moved into structuring the experience—breaking the game into levels, defining learning goals, and outlining how each case would function.

As development continued, the focus shifted toward:

  • Expanding scenarios into more narrative-driven cases
  • Building the Twine structure across multiple levels
  • Integrating everyone’s work into a single, cohesive experience
  • Iterating based on feedback from peers and our instructor

Within the team, my primary focus was on designing and developing my assigned level. This included:

  • Writing and expanding case scenarios
  • Developing dialogue and character defenses
  • Structuring player choices and outcomes
  • Implementing the level in Twine
  • Assisting with merging levels into the full game
  • Helping refine scoring and reviewing other team members’ sections

As the project progressed, collaboration became a bigger part of the process. We moved from working individually to actively shaping each other’s work, which helped create a more unified experience overall.


๐Ÿงฉ Designing My Level

One of the biggest differences I experienced while designing my level was the shift from thinking in terms of questions to thinking in terms of scenarios.

Early on, it was easy to treat each case as a straightforward “right or wrong” decision. However, as I developed the level further, I focused more on:

  • Adding narrative context
  • Giving each soul a voice through their defense
  • Creating situations where the answer wasn’t immediately obvious

This made the design process more complex, but also more engaging. It pushed me to think about how players interpret information, not just how they select an answer.

Another challenge was balancing difficulty. I experimented with increasing the number of answer choices and making cases more nuanced, which helped create a sense of progression—even if that progression wasn’t always immediately visible.


๐Ÿ” Reflection: What Worked (and What Didn’t)

What was successful:

  • The core concept translated well into gameplay
  • The narrative-driven cases made the experience more engaging
  • Collaboration improved the overall quality of the game
  • The final merged version felt like a cohesive product rather than separate parts

What was less successful:

  • Narrative clarity took longer to establish than expected
  • Player impact (why choices matter) wasn’t always clear in early versions
  • Difficulty progression existed, but wasn’t always obvious to the player
  • Some time was spent revisiting ideas that could have been defined earlier as a team

๐Ÿ” If I Could Start Over

If I were to start this project again, I would focus more on alignment early in the process.

Specifically, I would want the team to establish:

  • A clear player role (Who is the player within the experience?)
  • A defined feedback system (What do choices mean beyond right/wrong?)
  • A shared vision for how narrative and mechanics work together

Having those elements locked in earlier would have helped reduce uncertainty later and made the design process more efficient.


๐Ÿ“˜ New Learning & Takeaways

One of the most valuable takeaways from this level was understanding how design evolves through iteration.

Even when the core system is strong, the experience can still feel incomplete without:

  • Narrative context
  • Clear player motivation
  • Meaningful feedback

This level also reinforced the importance of:

  • Designing for player interpretation, not just correctness
  • Balancing structure with creativity
  • Collaborating and adapting within a team environment

As an individual designer, I found that I became more comfortable working in that space between structure and storytelling—where learning objectives and player experience intersect.


๐Ÿš€ Final Thoughts

The Road of Trials felt less like a straight path and more like an ongoing refinement process. Each step forward revealed something new that needed adjustment, but that’s also what made the experience valuable.

At this stage, the project feels like it has a strong foundation. What remains is not rebuilding, but refining—making sure that the narrative, mechanics, and player experience all align into something cohesive and impactful.

๐ŸŽฎ Quest Log: Level Design Progress #3: Narrative, Refinement, and Looking ahead

 


Level 4 is now complete, and this week felt like a turning point for the entire project. What started as individual pieces is now beginning to feel like a fully connected experience, and seeing everything come together has been one of the most rewarding parts of the process so far.


✍️ Narrative & Introduction Updates

One of the biggest changes I focused on was rewriting the introduction. My goal was to move the experience further into a narrative-driven direction rather than presenting it as a simple sequence of questions.

Instead of just guiding the player through decisions, I wanted it to feel like they were stepping into a story—being placed in the role of judgment alongside Virgil. While I’m happy with the direction this is going, I still think this is something I’ll revisit again later to refine the flow and tone.


๐Ÿงฉ Expanding the Cases

Another major improvement came from expanding the individual cases within the level.

Earlier versions were more straightforward, but now each soul has more context, personality, and justification behind their actions. The defenses in particular helped add depth, making the player pause and consider why a soul belongs in a certain circle rather than just selecting an obvious answer.

This shift made the experience feel less like a quiz and more like a moral evaluation, which better supports the learning goals of the project.


๐Ÿค Team Collaboration & Game Integration

Outside of my own level, a lot of progress has been made across the full project.

One of the biggest milestones was merging everyone’s levels together into a single, cohesive game. Seeing all of the levels connected for the first time was honestly one of the coolest moments so far—it transformed the project from separate assignments into something that feels like a complete experience.

I also contributed to reworking the scoring system so it functions consistently across all levels. In addition, I collaborated with teammates to expand their scenarios, helping strengthen story elements and improve how choices are presented to the player.


๐Ÿ› ️ Testing & Debugging

As the project came together, I spent time testing the game and looking for bugs in the code.

At this stage, making sure everything flows smoothly between levels has become just as important as the design itself. Catching small issues now helps ensure a more polished final experience.


๐Ÿš€ Current State of the Project

Overall, the project is in a really strong place right now.

There is still some polishing left to do, but seeing everything gradually come together into a unified experience has been incredibly rewarding. It’s been especially exciting to watch the transition from isolated level design into a fully playable game.

I’m looking forward to refining the details and continuing to improve the experience as we move toward the final version.

Quest Log: Level 6 – The Final Judgment

 After months of development, revisions, playtesting, presentations, and countless decisions, our journey through Advanced Designing Games f...