Feedback Analysis and Prioritization Strategy The playtests yielded a wealth of high-value suggestions. Given the current development schedule and pressure, we categorized this feedback into a hierarchy: Bug Fixes, User Experience (UX) Improvements, and Visual Enhancements. This order reflects our priority to first ensure a frictionless gameplay experience by eliminating technical obstacles. Following that, UX optimizations aim to reduce confusion during puzzles, enhancing immersion. Regarding visual requests for more “cute” and interactive characters, we are selectively iterating on animations and sound design while acknowledging the subjective nature of aesthetic perfection.


This week, our primary goals were focused on three key areas:

1) Analyzing and prioritizing feedback from playtests to define our development roadmap;

2) Deeply integrating the remaining assets within the opening sequence;

3) Developing and exploring new interaction mechanics to enrich the overall experience.

Progress Overview

Significant progress was made this week in refining spirit interactions, audio, and animations within the opening sequence. We completed the particle effects, 3D modeling, and placement for the drawer interaction. The feasibility of the window interaction was successfully tested and integrated with narrative elements. Additionally, the plant interaction has reached a playable state, and we have begun procuring more decorative assets for scene dressing.

I. Art Progress

New VFXs such as popcorn popping and paper flying were made. We also started making a outside window scene to enrich the narrative. The plant spirit’s animation were finished this week. Because we want the trash spirits to be more alive, we added the animations when the players touching or poking them.

II. Tech Progress

Refining the Opening Sequence: Our team places immense value on the opening sequence, as it serves as the essential gateway for establishing trust and narrative immersion within our non-linear open world. Last week, our focus on networking features delayed the integration of planned animations and audio. This week, we have not only integrated these assets but also meticulously orchestrated them to ensure a more cohesive and visually compelling introduction for the player.

Interaction Development and Iteration: In terms of mechanics, we refined the “drawer interaction”—one of our earliest features—by populating it with content that aligns with our now-mature narrative framework, aiming to provide “moments of surprise” during exploration. We are also prototyping plant and window interactions to diversify gameplay. However, during internal testing, we decided to scrap a planned “cup interaction.” Technical issues with marker scanning for small objects caused severe physics lag, which broke the sense of presence. Furthermore, feedback from faculty playtests has highlighted the importance of simplifying content and clarifying the narrative to prevent players from feeling overwhelmed.

What’s Next

Moving forward, our immediate focus will be on testing the new interaction features and producing feedback-driven sound effects to enhance narrative depth. We plan to finalize the environment design for the window interaction and complete the animations for captured spirits. Lastly, we will continue to streamline the narrative pacing to ensure a clear and focused user experience.