Phase 7.1 Playtest Findings: Hi Fi Snake build026.zip / build027.zip
Executive Summary
The playtest for Hi Fi Snake (build026.zip and build027.zip) conducted on July 22nd-23rd demonstrated that while the developer's control responsiveness adjustments in build027 successfully reduced direct control frustration, they did not translate into improved player session times. The game continues to suffer from high early churn, with most sessions lasting under 1.5 minutes. The primary bottlenecks have shifted from basic input detection to severe performance issues (low FPS on common mobile GPUs due to high device pixel ratios), spatial navigation failures (players missing doors and hitting adjacent walls), and punishing early hazard scaling (lava in Room 2 killing players instantly).
Current Game State
Based on the current game-state GDD, the tested build features:
* Grid-Based Movement: A runner/collector loop where players navigate a grid to collect pieces, grow a tail, and unlock doors.
* Active-Input Player Movement: The player character only moves while input is actively held (joystick or keyboard) and stops immediately upon release.
* Player Speed Progression: Speed starts at 4 in Room 1 and increases by 0.4 per room up to a cap of 12.
* Runtime Control Hint Selection: The game dynamically switches UI hints based on the resolved device form factor (mobile vs. desktop).
Developer Context
According to the Developer Notes, two builds were deployed for this cycle:
* build0026: Players had a hard time controlling the avatar due to an unresponsive virtual joystick.
* build0027: Joystick responsiveness was optimized. Developer notes indicate this was successful in reducing control frustration, but did not improve session times.
* Performance Concerns: The developer identified that at least 5 of the 21 sessions suffered from low FPS, likely caused by high window.devicePixelRatio on Mali-G52 and Mali-G51 Android devices.
Positive Signals
* Reduced Control Frustration in Build 027
Confidence*: Medium
Evidence*: Developer notes indicate that players in the latest build did not express direct frustration with joystick responsiveness, showing that the control optimization was technically successful.
* Successful Room 1 Completion
Confidence*: Medium
Evidence*: Multiple players successfully collected pellets, opened the first door, and transitioned to Room 2 (e.g., MX session at 03:01, IN session at 01:09, US session at 00:54, US session at 00:48, IL session at 00:36).
Negative Signals
* Severe Performance Degradation (Low FPS) on Mobile GPUs
Confidence*: High
Evidence*: Multiple playtest sessions explicitly reported low FPS and lag, particularly on Mali-G52, Mali-G57, and PowerVR GPUs (e.g., MX Mali-G57 "FPS was too low so it became frustrating", BR Mali-G52 "FPS was too low", BR PowerVR "FPS was really low"). This aligns with the developer's note regarding high device pixel ratios.
* Spatial Navigation Failures (Missing the Door)
Confidence*: High
Evidence*: Players frequently collected the required pellets but failed to align with or navigate through the door, instead colliding with the wall immediately adjacent to it (e.g., MX "didn't go through the gate but the wall", TH "hit the wall just one grid tile away from the actual door to the right", BR "hit the wall just by the side of the door").
* Punishing Early Hazard Scaling (Room 2 Lava)
Confidence*: Medium
Evidence*: Players who successfully reached Room 2 were almost immediately killed by the approaching lava hazard because they stood still or couldn't turn fast enough (e.g., IN "After opening the first door, the user just stood still and the lava came", BR "Lava is too fast for the players at the beginning. Death in the 2nd room by lava").
* Turning Avoidance due to Perceived Effort
Confidence*: Medium
Evidence*: Some players found turning the character highly tedious or physically demanding, leading them to avoid turning entirely (e.g., US Desktop "Feels like turning character is really hard and requires a lot of effort so players just try not to", BR "wasn't able to make a left turn").
Confusion And Friction
* Joystick Dragging Outside Active Bounds
Confidence*: Medium
Evidence*: Mobile players frequently dragged their fingers outside the active joystick area, causing the character to stop moving or fail to turn (e.g., BR "Dragged the screen several times out of the joystick area and couldn't turn").
* Tablet Joystick Acquisition Friction
Confidence*: Medium
Evidence*: Tablet players struggled to acquire or move the virtual joystick initially (e.g., BR Tablet "Had a hard time moving the movement stick. Tried a few times tapping around it and then finally understood").
* Store and Customization Flow Friction
Confidence*: Low
Evidence*: A BR player spent significant time trying to buy skins in the store without having enough currency, indicating a lack of clear feedback or purchase flow understanding.
* Black Screen on Boot
Confidence*: Low
Evidence*: A PE player experienced a 1-minute black screen before the Unity logo appeared.
Retention And Replayability Signals
* High Early Churn and Short Session Lengths
Confidence*: High
Evidence*: The vast majority of playtest sessions lasted less than 1.5 minutes, with many exiting under 1 minute (e.g., TH 00:48, BR 00:42, MX 00:27, MY 00:05, AE 00:20). Players frequently quit after a single run due to rapid deaths or performance frustration.
Device / Browser / WebGL Concerns
* High Device Pixel Ratio Performance Impact: Devices with Mali-G52, Mali-G51, Mali-G57, and PowerVR GE8320/GE8322 GPUs suffered from severe frame rate drops, rendering the game frustrating to play.
* Tablet Input Usability: Android tablets (Mali-G57, Mali-G52 MC2) showed high friction with joystick acquisition and movement control.
Current Design Vs Observed Response
* Design Intent: Active-input movement is designed to provide precise, intentional player-driven movement.
* Observed Response: Players find turning requires too much physical effort, leading to turning avoidance, or they freeze entirely when pressured by hazards (like the lava in Room 2).
* Design Intent: Floor cues are designed to guide players to the door.
* Observed Response: Players frequently ignore or fail to align with floor cues, missing the door by a single tile and dying to wall collisions.
Missing Or Incomplete Systems Affecting Results
* Desktop Hint Asset: The lack of a clear, persistent desktop control hint led to immediate exits on desktop (e.g., MY "player saw the game and the WASD hint then quit. Never moved").
* Store Feedback: The lack of clear error feedback when attempting to purchase locked skins without currency caused pre-game menu confusion.
Confidence By Finding
Finding
Confidence
Why
Low FPS / Performance issues on mobile GPUs
High
Reported across multiple sessions (MX, BR) and explicitly confirmed by Developer Notes.
Spatial navigation failures (missing the door)
High
Observed in multiple sessions where players hit the wall right next to the door.
High early churn and short session lengths
High
Quantitative data shows most sessions ending in under 90 seconds.
Punishing Room 2 lava hazard
Medium
Multiple players died immediately upon entering Room 2 due to lava speed or freezing.
Turning avoidance / high effort
Medium
Observed on both desktop and mobile where players struggled to execute turns.
Joystick dragging outside active bounds
Medium
Explicitly noted in mobile playtest sessions where players lost control.
Data Quality Caveats
This playtest batch consists of 20 recorded sessions. While it provides a good distribution of mobile and desktop devices across multiple regions (MX, BR, TH, IN, PE, VN, US, MY, IL, AE), the high rate of early churn in Room 1 and Room 2 means there is virtually no data to evaluate late-game speed scaling, procedural room layouts, or advanced upgrade choices.
Phase 7.2 Next-Step Proposal: Hi Fi Snake build026.zip / build027.zip
Proposal Summary
The primary focus of the next build cycle must shift from basic input detection to resolving critical performance bottlenecks and spatial navigation failures that are driving high early churn. While joystick responsiveness was successfully improved in build027, players are still exiting in under 90 seconds due to severe low FPS on common mobile GPUs, missing doors by a single tile (spatial navigation failures), and dying instantly to the Room 2 lava hazard. We must optimize rendering resolution on mobile, widen door alignment tolerances, and soften early hazard scaling to make the game playable and fair.
Urgent
* Optimize Mobile GPU Performance (Cap Device Pixel Ratio): Cap window.devicePixelRatio (e.g., to a maximum of 1.5 or 2.0) on mobile browsers, particularly for Mali-G52, Mali-G51, Mali-G57, and PowerVR GPUs, to resolve severe frame rate drops. (Evidence Class: evidence_backed; Source Finding: Low FPS / Performance issues on mobile GPUs)
* Widen Door Collision and Alignment Tolerance: Implement a forgiving alignment window or magnetic snapping when players approach a door. Players who are off by a single grid tile should be guided through the door rather than colliding with the adjacent wall and dying. (Evidence Class: evidence_backed; Source Finding: Spatial navigation failures)
* Soften Room 2 Lava Hazard Pacing: Delay the initial spawn or reduce the starting speed of the approaching lava hazard in Room 2. Players currently freeze or die instantly before they have time to react or turn. (Evidence Class: evidence_backed; Source Finding: Punishing Room 2 lava hazard)
Next
* Expand Virtual Joystick Active Bounds: Allow the virtual joystick to continue tracking input even when the player's finger drags slightly outside the visual joystick boundary. (Evidence Class: likely; Source Finding: Joystick dragging outside active bounds)
* Refine Grid Turning and Input Buffering: Implement a short input buffer for perpendicular turns so players do not have to time their turns perfectly on the grid, reducing the perceived physical effort of turning. (Evidence Class: likely; Source Finding: Turning avoidance / high effort)
* Add Store and Customization Error Feedback: Provide clear visual or audio feedback (e.g., "Not enough currency") when players attempt to purchase locked skins in the store. (Evidence Class: likely; Source Finding: Store and customization flow friction)
Later
* Advanced Upgrade Synergies & Economy Rebalancing: Defer adjustments to late-game upgrades and economy until first-session retention and performance are stabilized. (Reason: Players are churning too early to experience these systems.)
* Daily Return Hook & Cosmetic Expansion: Defer additional cosmetic items and daily challenges. (Reason: Focus must remain on making the first 2 minutes of gameplay smooth and playable.)
Keep
* Active-Input Player Movement: Retain the active-input control model (stopping immediately on release) as it provides precise, intentional movement, but refine the turning mechanics to make it feel less tedious.
* Player Speed Progression Formula: Keep the starting speed at 4 and scaling of 0.4 per room, as this provides a solid foundation once spatial navigation and performance are resolved.
Try
* Visual Alignment Cues: Try adding subtle, dynamic visual arrows on the floor that light up when the player is perfectly aligned with the door path, reinforcing the correct route.
Avoid / Defer
* Avoid Adding Complex Level Layouts: Do not introduce tighter corridors or more complex hazards yet. (Evidence Class: evidence_backed; Source Finding: Spatial navigation failures and turning difficulty make tight spaces highly frustrating.)
* Defer Shop Expansion: Avoid adding more cosmetic items until basic transaction feedback is implemented. (Evidence Class: likely; Source Finding: Store and customization flow friction.)
Reference Trinity Impact
Reference Role
Impact
Explanation
Primary
strengthened
Fixing turning effort and door alignment directly supports the classic Snake-like challenge of navigating self-generated obstacles without feeling cheated by the controls.
Secondary
unchanged
The room-by-room progression and upgrade cadence inspired by Archero remain intact, though early room hazards are softened for onboarding.
Tertiary
strengthened
Resolving the mobile GPU performance issues ensures that the neon arcade spectacle inspired by Pac-Man 256 is visible and smooth for all players.
Evidence Classification
Proposed Change
Evidence Class
Supporting Evidence
Cap device pixel ratio on mobile
evidence_backed
Multiple playtest sessions explicitly reported low FPS and lag on Mali and PowerVR GPUs, confirmed by developer notes.
Widen door alignment tolerance
evidence_backed
Players frequently collected pellets but hit the wall right next to the door instead of going through.
Soften Room 2 lava hazard
evidence_backed
Multiple players died immediately upon entering Room 2 due to lava speed or freezing under pressure.
Expand virtual joystick bounds
likely
Mobile players frequently dragged their fingers outside the active joystick area and lost control.
Add store error feedback
likely
A player spent significant time trying to buy skins in the store without having enough currency, indicating a lack of clear feedback.
Root Causes
* High Rendering Overhead: High device pixel ratios on low-end mobile devices cause WebGL performance to degrade severely, leading to low FPS and input lag.
* Unforgiving Grid Alignment: The grid-based movement requires pixel-perfect alignment to pass through doors, causing players to collide with walls when they are off by a single tile.
* Punishing Early Hazard Scaling: The Room 2 lava hazard approaches too quickly, punishing players before they can adapt to the active-input movement scheme under pressure.
Production Risk
* Device Fragmentation: Ensuring robust performance optimization across various mobile browsers and low-end GPUs without compromising visual quality.
* Tuning Balance: Adjusting door alignment tolerances must not allow players to clip through solid walls or bypass intended obstacles.
Next Test Hypotheses
* Hypothesis 1: Capping the device pixel ratio on mobile devices will eliminate low FPS reports and increase average session length on low-end Android devices by 30%.
* Hypothesis 2: Widening the door alignment tolerance will eliminate spatial navigation failures (hitting the wall next to the door) and increase Room 1 completion rates.
Suggested Version Note
"Performance and navigation update: Optimized mobile GPU rendering, widened door alignment tolerances to prevent accidental wall collisions, and softened early Room 2 hazard scaling."
What To Watch Next
* Observe if mobile players on Mali/PowerVR GPUs experience smooth frame rates.
* Track whether players successfully align with and pass through doors without hitting adjacent walls.
* Monitor if players survive the transition to Room 2 and successfully engage with the lava hazard.
Developer Notes
We did two builds
hifi-snake-build0026.zip and
hifi-snake-build0027.zip
In the tests for the build 26 we saw the users were having a hard time controling the avatar - the virtual joystick was not very intuitive or responsive. This was fixed in the build 27. The playtests shows that this was somewhat succeful because in terms of experience we can see that players are not frustrated with the controls BUT that did not resulted in a significant impact in the session time.
On the other hand, we found at least 5 of the 21 sessions had a low FPS. Which means we probably have some optimization issues. I believe that is related to the window.devicePixelRatio that was high in Mali-G52 and Mali-G51 android devices.
Current GDD / Game State
# IcoBitZip / Hi-Fi Snake
Project type: A Unity Game / Unity Project.
# Diary Notes
2026 - July - 15th
Ideation setup is completed
Ideation phase 5 is under `Ideation\hi-fi-snake-game-concept.md`
Ideation phase 6 is under `Ideation\hi-fi-snake-experiment-setup.md`
2026 - July - 16th
This project has started as a clean Vault Retest project, without much changes from the original mobile game but now, after its first playtests we will start the adaptation proceess. Basically `ideation/GAME_CONCEPT.md` starts to become history record instead of actual project design and goals source of truth.
## Game Overview
IcoBitZip is a grid-based runner/collector game where the player advances through rooms, gathers pieces, avoids hazards, and opens doors that require collected pieces.
Core loop:
1. Move the character on a grid.
2. Collect pieces to grow your tail/resource count.
3. Reach doors and spend required pieces to progress.
4. Survive hazards and push distance/progression further.
This project doesn't use MMCore.
## Game Design Notes
### Controls
- Mobile: virtual joystick (OnScreenStick).
- Desktop: keyboard movement (WASD and Arrow Keys).
- Movement intent is consumed through the grid-direction provider path and converted into grid turns.
- `JoystickControls` resolves mobile-vs-desktop at runtime for WebGL UI presentation.
Design intent:
- Controls should feel immediate and readable.
- The player should always understand available input on desktop and mobile.
## Current Codebase Snapshot (Small Assessment)
This project is built on the Manifesto/MMCore-style service architecture and scene/gameplay modules.
Key systems currently visible in code:
- Grid movement and directional turning.
- Room progression + door requirement checks.
- Piece collection and tail consumption.
- Match lifecycle (start, death, game over).
- Platform integration via PlayGama service.
### Current Input State
- Playable and stable with current controls.
- Active production flow is joystick + keyboard through the grid-direction provider architecture.
- Joystick visuals and the mobile hint are now hidden on desktop browser contexts.
- Desktop hint support is optional and can be wired into `JoystickControls.desktopHint` when the UI asset exists.
## Project Plan
### Implemented - Runtime Control Hint Selection
`JoystickControls` now keeps the input popup alive but switches visible UI based on resolved device form factor.
Runtime behavior:
- Mobile/tablet: show joystick visuals and the mobile hint.
- Desktop: hide joystick visuals and the mobile hint, then show the optional desktop hint if assigned.
- Missing hint references are allowed, so the current prefab works before the desktop hint exists.
Device resolution:
- Editor defaults to desktop in `Auto`.
- `JoystickControls.deviceOverride` can force desktop or mobile for editor/development testing.
- WebGL `Auto` uses Playgama device type when available, otherwise falls back to browser checks through `IcoBitZipDevice.jslib`.
Browser fallback signals:
- `navigator.userAgentData.mobile` when available.
- `matchMedia("(pointer: coarse)")`, `matchMedia("(hover: none)")`, and `navigator.maxTouchPoints`.
- User-agent string only as a final fallback.
### Implemented - Player Speed Progression Per Room
To soften early difficulty while keeping escalation, player speed now starts lower and scales when entering new rooms.
Architecture:
- `GridMover` exposes runtime speed (`RuntimeSpeed`) and effective speed (`EffectiveSpeed`) but does not contain progression rules.
- `PlayerSpeedResolver` is responsible for progression logic and applies runtime speed updates to the player mover only.
- Room progression signal source is `IcoBitZipIngameScene.OnNewRoom`.
Current tuning (v1):
- `startSpeed = 4`
- `speedPerRoom = 0.4`
- `maxSpeed = 12`
Rule:
- Room 1 starts at 4.
- Entering room 2 already increases speed.
- Formula: `speed = min(12, 4 + (roomIndex - 1) * 0.4)`.
Design intent:
- Easier onboarding for players struggling in first rooms.
- Predictable progression and easy balancing via 3 variables.
- Hazard speed remains unchanged.
### Next Step - Desktop Hint Asset
Create and wire the desktop control hint:
- Place it under `JoystickControls.prefab` in the existing bottom control band.
- Communicate WASD + Arrow Keys.
- Assign it to `JoystickControls.desktopHint`.
- Ensure `HideOnJoystickMove` also hides the desktop hint after the player moves.
### Following Step - Portal SDK Abstraction + Poki Playtest
Integrate Poki SDK for playtesting while keeping PlayGama support:
- Keep existing PlayGama integration functional.
- Introduce/extend a portal abstraction layer to handle PlayGama, Poki, and future portals.
- Route portal-specific features (ready signal, ads, storage hooks, etc.) through this abstraction.
Target outcome:
- Single gameplay code path with portal-specific adapters.
- Easy switching of portal backend per build target.
### Implemented - Active-Input Player Movement
Player movement mode is now selected through a service prefab in the active `ServiceManager-Services-*` preset.
Current mode:
- `ActiveInputPlayerMovementService` is enabled in the active service preset.
- Player movement only runs while the virtual joystick or keyboard movement action is actively producing input.
- Releasing input stops the player immediately, even mid-cell.
- Robot animation now follows the same active movement state: active movement crossfades to `Running`, standing still crossfades to `Idle`.
- Door opening and death still force movement to stop.
- Grid turn behavior is selected on `GridInput.turnMode`.
- `PerpendicularAndReverse`: 90-degree turns and 180-degree reversals are allowed.
- `PerpendicularOnly`: only 90-degree turns are allowed; holding the opposite direction stops movement while held.
Revert/swap option:
- `AutoWalkPlayerMovementService` exists as the previous auto-walk behavior option.
- To restore auto-walk, replace `ActiveInputPlayerMovementService` with `AutoWalkPlayerMovementService` in the active service preset.
- Do not include both movement service prefabs at the same time because both register as `PlayerMovementService`.
Design intent:
- Intentional player-driven movement at all times.
- Cleaner interaction pacing for talk/interaction moments.
- Easy behavior switching without changing player prefab wiring.
## Cheat Sheet (To Expand)
- Reset progress: TBD (document exact persistence keys/flow once mapped).
- Skip flow/testing shortcuts: TBD.
- Portal test switches (PlayGama/Poki): TBD.
- Movement mode:
- Active input: use `ActiveInputPlayerMovementService` in the active `ServiceManager-Services-*` preset.
- Auto walk: use `AutoWalkPlayerMovementService` in the active `ServiceManager-Services-*` preset.
- Only one `PlayerMovementService` prefab should be present in the service preset.
- Turn mode:
- `GridInput.turnMode = PerpendicularAndReverse`: allows reversing direction.
- `GridInput.turnMode = PerpendicularOnly`: keeps classic 90-degree turns and stops on opposite input.
- Player speed tuning variables:
- `startSpeed`: first room speed.
- `speedPerRoom`: increment applied on each new room.
- `maxSpeed`: hard cap for late-run speed.
- Control UI testing:
- `JoystickControls.deviceOverride = Auto`: Editor behaves as desktop; WebGL resolves from portal/browser.
- `ForceDesktop`: hides mobile joystick visuals and mobile hint.
- `ForceMobile`: shows mobile joystick visuals and mobile hint.
### Quick Verification Matrix (Portal Builds)
| Mode | Define Symbols (WebGL) | Expected Template | Expected Runtime Behavior | Quick Pass Criteria |
|---|---|---|---|---|
| Playgama | `PLAYGAMA_BUILD;DOTWEEN` | `PROJECT:Bridge` | Playgama bridge initializes; game sends ready message through `PlayGamaService` | Game boots, no missing-service errors, Playgama calls succeed |
| Poki | `POKI_BUILD;DOTWEEN` | `PROJECT:poki-template` | Poki SDK initializes; loading start/finished flow runs | Game boots, no missing-service errors, Poki init completes |
| Clean | `DOTWEEN` | Neutral template (not Poki, not Bridge) | No Poki/Playgama SDK initialization; local persistence fallback is used | Game boots, no SDK init logs/errors, gameplay/save loop works |
Validation rules:
- Never enable `PLAYGAMA_BUILD` and `POKI_BUILD` together.
- `ServiceManager.prefab` currently points to `ServiceManager-Services-Poki.asset`.
- If `PLAYGAMA_BUILD` is enabled, WebGL template must be `PROJECT:Bridge` and `ServiceManager.prefab` should point to `ServiceManager-Services-Playgama.asset`.
- If `POKI_BUILD` is enabled, WebGL template must be `PROJECT:poki-template` and `ServiceManager.prefab` should point to `ServiceManager-Services-Poki.asset`.
- If neither symbol is enabled, use a neutral template and `ServiceManager-Services-Clean.asset`.
- `ServiceManager-Services-Poki.asset` must include `PokiService` and must not include `PlayGamaService`.
- `ServiceManager-Services-Playgama.asset` must include `PlayGamaService` and must not include `PokiService`.
- `ServiceManager-Services-Clean.asset` must not include `PokiService` or `PlayGamaService`.
- `WebPersistenceService` is shared by portal and clean presets; in Playgama builds it syncs through Bridge storage, otherwise it uses local `PlayerPrefs`.
- `PortalAdService` is shared by all presets; it only supports ads in Playgama builds and acts as a no-op fallback elsewhere.
### Local WebGL Test via Python Server (Windows PowerShell)
Use this when testing already exported builds inside builds/.
1. Open PowerShell in the project root.
2. Pick the build folder you want to test (example: build004).
3. Start a local HTTP server from that build folder.
cd builds/build004
py -m http.server 8080
If py is not available, use:
python -m http.server 8080
4. Open the browser at:
http://localhost:8080
5. Stop the server with Ctrl+C in the same terminal.
Notes:
- Run the server from the specific build folder that contains the exported index.html.
- If one build fails, test another build folder the same way (for example build002, build003, build004).
- If local loading fails due to compression or MIME behavior, generate a Development WebGL build with Decompression Fallback enabled for local verification.
Raw CSV / Spreadsheet Text
Game,When,Version,Country,Duration,Plays,Audience,Device,Orientation,WebGL Renderer,navigator.hardwareConcurrency,navigator.devicePixelRatio,User Agent,Notes
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:38,07bf7776-911d-4f30-802a-b98ed321d25b,MX,03:01,4,Chrome,Mobile Android,both,Adreno (TM) 619,8,1.75,"Mozilla/5.0 (Linux; Android 13; moto g53 5G Build/T1TP33.1-47-2; wv) AppleWebKit/537.36 (KHTML, like Gecko) Version/4.0 Chrome/150.0.7871.124 Mobile Safari/537.36 YouTube",User got bored; Something else: Died quite a few times in the first room because after getting the pellets he didn't went through the gate but the wall
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:38,07bf7776-911d-4f30-802a-b98ed321d25b,TH,01:08,1,Chrome,Desktop Windows,both,"ANGLE (Intel, Intel(R) UHD Graphics 770 (0x00004680) Direct3D11 vs_5_0 ps_5_0, D3D11)",20,1,"Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36",User got bored; Something else: In the 2nd room didn't try to get any pellets. Just continue until hitting the wall near the door
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:37,07bf7776-911d-4f30-802a-b98ed321d25b,MX,02:05,5,Chrome,Mobile Android,both,"ANGLE (ARM, Mali-G57, OpenGL ES 3.2)",8,1.75,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36",There was a technical bug; Something else: played a lot but FPS was too low so it became frustrating
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:36,07bf7776-911d-4f30-802a-b98ed321d25b,BR,01:40,1,Chrome,Desktop Windows,both,"ANGLE (Intel, Intel(R) UHD Graphics (0x000046D0) Direct3D11 vs_5_0 ps_5_0, D3D11)",8,1.25,"Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36",Something else: FPS was really low or the game was in the background. Hit the menu to start playing and that was it. Never moved
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:35,07bf7776-911d-4f30-802a-b98ed321d25b,IN,01:09,2,Chrome,Mobile Android,both,Mali-G57 MC2,8,2,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/142.0.0.0 Mobile Safari/537.36","Level seemed too hard; Something else: After opening the first door, the user just stood still and the lave came. After the reward popup he left"
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:34,07bf7776-911d-4f30-802a-b98ed321d25b,TH,00:48,1,Chrome,Mobile Android,both,"ANGLE (Imagination Technologies, PowerVR Rogue GE8320, OpenGL ES 3.2)",8,2,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36","Level seemed too hard; User got bored; Something else: Moved and then collected the pellets. Then, looks like he tried to go through the door but missed and died (hit the wall just one grid tile away from the actual door to the right)"
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:34,07bf7776-911d-4f30-802a-b98ed321d25b,BR,00:42,1,Chrome,Mobile Android,both,"ANGLE (Imagination Technologies, PowerVR Rogue GE8322, OpenGL ES 3.2)",8,2,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36","User got bored; Something else: user was able to move, played a bit, keep turning right and left (seems like he tried to kill himself colliding with the tail, not sure) then hit the wall and quit"
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:33,07bf7776-911d-4f30-802a-b98ed321d25b,PE,01:14,0,Chrome,Mobile Android,both,Adreno (TM) 506,8,2,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/138.0.0.0 Mobile Safari/537.36",There was a technical bug; Something else: 1m of complete black screen and then the made with unity logo appeared and the video ended
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:32,07bf7776-911d-4f30-802a-b98ed321d25b,MX,00:27,1,Chrome,Tablet Android,both,"ANGLE (ARM, Mali-G57, OpenGL ES 3.2)",8,1,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36",User got bored; User got stuck; Something else: took 10s just to touch to play and then when the game started didn't do anything
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-23 01:31,07bf7776-911d-4f30-802a-b98ed321d25b,VN,00:08,0,Chrome,Desktop Windows,both,"ANGLE (NVIDIA, NVIDIA GeForce GT 705 (0x0000104C) Direct3D11 vs_5_0 ps_5_0, D3D11)",16,1,"Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36",Something else: the video starts with the player already with some currency - looks like an older player or the video didnt get the first run
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:03,b7a8eb99-056c-40bd-87c5-18d65ad60224,BR,02:06,4,Chrome,Mobile Android,both,"ANGLE (Qualcomm, Adreno (TM) 619, OpenGL ES 3.2)",8,1.75,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/149.0.0.0 Mobile Safari/537.36",Level seemed too hard; Too much text to read or difficult to understand; Something else: Hard time at the store to buy - kept trying without currency until found the one. Dragged the screen several times out of the joystick area and couldnt turn so quit (3rd run)
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:02,b7a8eb99-056c-40bd-87c5-18d65ad60224,BR,01:28,2,Chrome,Mobile Android,both,"ANGLE (ARM, Mali-G52 MC2, OpenGL ES 3.2)",8,1.40625,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36",User didn’t understand the controls; Level seemed too hard; User got bored; Something else: Lava is too fast for the players at the beginning. Death in the 2nd room by lava (approaching hazard). It feels like player splay with the pointing finger and not thumbs.
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:02,b7a8eb99-056c-40bd-87c5-18d65ad60224,BR,01:10,1,Chrome,Mobile Android,both,"ANGLE (ARM, Mali-G52, OpenGL ES 3.2)",8,2.8125,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/149.0.0.0 Mobile Safari/537.36",Level seemed too hard; Something else: FPS was too low. We should probably keep showing the control hint on the joystick if the player hits anywhere in the screen that is not the joystick
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:01,b7a8eb99-056c-40bd-87c5-18d65ad60224,US,00:54,1,Chrome,Mobile Android,both,"ANGLE (Imagination Technologies, PowerVR Rogue GE8320, OpenGL ES 3.2)",8,1.75,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36","Level seemed too hard; User got bored; Something else: went straight forward then noticed that pellets. Went back, got the pellets. Managed to the to the 2nd room then quit."
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:00,b7a8eb99-056c-40bd-87c5-18d65ad60224,US,00:48,2,Safari,Desktop Macintosh,both,Apple GPU,8,2,"Mozilla/5.0 (Macintosh; Intel Mac OS X 10_15_7) AppleWebKit/605.1.15 (KHTML, like Gecko) Version/18.7.5 Safari/605.1.15","User got bored; Something else: successfully managed to reach the 2nd room on the 2nd play but then left.
Feels like truning the character is really hard and requires a lot of effort so players just try not to."
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:00,b7a8eb99-056c-40bd-87c5-18d65ad60224,BR,00:49,1,Chrome,Tablet Android,both,"ANGLE (ARM, Mali-G52 MC2, OpenGL ES 3.2)",8,1.2,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36",User got bored; User got stuck; Something else: Had a hard time moving the movement stick. Tried a few times tapping around it and then finally understood and moved but had a really hard time controlling. Hit the wall on the left and quit.
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:00,b7a8eb99-056c-40bd-87c5-18d65ad60224,MY,00:05,1,Chrome,Desktop Windows,both,"ANGLE (AMD, AMD Radeon(TM) Graphics (0x00001506) Direct3D11 vs_5_0 ps_5_0, D3D11)",8,1,"Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36","User didn’t know where to click or press; User didn’t understand the controls; Something else: The game opened, player saw the game and the WASD hint then quit. Never moved, never tried."
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 18:00,b7a8eb99-056c-40bd-87c5-18d65ad60224,BR,00:48,1,Chrome,Mobile Android,both,"ANGLE (ARM, Mali-G52, OpenGL ES 3.2)",8,2.8125,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36",There was a technical bug; User got bored; Something else: Collected 3 orbs but wasn't able to make a left turn and then hit the wall just by the side of the door. FPS was really low
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 17:59,b7a8eb99-056c-40bd-87c5-18d65ad60224,IL,00:36,2,Chrome,Mobile Android,both,"ANGLE (Qualcomm, Adreno (TM) 750, OpenGL ES 3.2)",8,3,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Mobile Safari/537.36","Level seemed too hard; User got bored; Something else: Followed the cues in the first room almost exactly, opened the door than went straight into the horizontal wall in the 2nd room. Even though there is several cues not to go there."
d12e1d0d-4e04-4817-9081-8c979fbe4ef7,2026-07-22 17:58,b7a8eb99-056c-40bd-87c5-18d65ad60224,AE,00:20,1,Chrome,Tablet Android,both,"ANGLE (Qualcomm, Adreno (TM) 610, OpenGL ES 3.2)",8,1.5,"Mozilla/5.0 (Linux; Android 10; K) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/150.0.0.0 Safari/537.36","User got bored; User got stuck; Something else: Moved forward a few seconds and then quit
didnt follow the cues on the floor, got one single pellet"
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