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Project Recordnotes/playtest-feedback-02.md

First Online Feedback

This is the sanitized review ledger for the first shared beta of 0.5.2-beta.1. It contains Netlify submissions 2 through 11, received on 2026-08-06. Submission 1 was the labeled Codex QA test and is intentionally excluded.

Privacy and Import Rules

  • Preserve the player's wording, optional nickname, submission time, feature target, category, app version, viewport, and coarse progression context.
  • Never copy IP addresses, user-agent strings, referrers, or raw tester IDs into the repository.
  • Use a stable local alias only when grouping comments from the same anonymous browser matters.
  • Keep the original submission number so the sanitized note can be reconciled with the private Netlify inbox.
  • Do not convert feedback directly into implementation. Discuss the observation, record a decision, then create or update the relevant backlog item.

Batch Overview

MeasureResult
Player submissions10
Distinct testers2
Desktop submissions7 at 2560×1279
Mobile submissions3 at 440×796
Categories4 confused, 3 too busy, 3 ideas
Targets6 greenhouse/pot, 3 overall experience, 1 materials/orders
Imported throughNetlify submission 11
Supplemental follow-ups1 creator interview note (F11)

The groupings above are navigation aids, not design conclusions. Each item remains independent until discussed.

Tester A has professional experience with game-engine UI and is particularly sensitive to scrolling cost and interface performance. This is useful expert context, not a reason to skip validation with general players.

Emerging Clusters — Not Yet Decisions

  • Attention hierarchy (F04–F06): descriptive text and the full-width garden schedule compete with actionable goals, while newly unlocked order demand appears much farther down the page. F06 still needs pronoun clarification.
  • Action locality and blocked-state feedback (F07–F08): selecting a pot changes controls below the whole grid, increasingly far from the selected plant as the garden expands. The soil lab knows when no empty bed exists but expresses the block mainly through weak status copy and disabled controls.
  • Competing workspaces (F09–F10): the competition successfully feels separate, but it occupies enough attention and page area that the player loses awareness of the home greenhouse. Complexity and navigation may be intertwined rather than independent issues.

These clusters help compare observations; they do not merge or close the individual feedback items.

Review Status

IDSourceTesterTargetShort labelStatus
F01#2Tester ACodexSingle visible tab looks interactiveAccepted
F02#3Tester AGreenhouseMobile requires too much scrollingImplemented, awaiting retest
F03#4Tester AGreenhouseWatering and scrolling make idle play feel busyImplemented, awaiting retest
F04#5大花OverallToo much text, weak promptsAccepted
F05#6大花OverallLayout and garden scheduleAccepted
F06#7大花Materials/ordersShow production goals before the long workspaceAccepted experiment
F07#8大花GreenhousePot action panel lacks emphasisAccepted
F08#9大花GreenhouseSoil-lab action seemed unresponsiveAccepted usability fault
F09#10大花OverallCompetition tab is too complexAccepted experiment
F10#11大花GreenhouseCompetition hides the home greenhouseAccepted
F11Follow-upTester ASeeds / mobile flowShow seeds before planting spaceAccepted experiment

F01 — Single Visible Codex Tab Looks Interactive

  • Source: Netlify #2 · 2026-08-06T07:28:06.680Z
  • Tester: Tester A · mobile 440×796
  • Target / category: 温室与花盆操作 / 困惑
  • Context: event locked; 0 completed orders; 4/4 plots occupied; 0 coins

植物按钮可以点 但是无意义

The creator clarified this with the tester on 2026-08-06. Before any visitor is discovered, the codex shows only the active 植物 tab. Pressing it cannot switch views and appears to do nothing. The feedback was not about the plant-pot cards.

  • Status: Accepted usability fault
  • Decision: Do not present a single available codex view as a tab. Before visitors unlock, show a static 植物图鉴 heading. Reveal the 植物 / 访客 tab list only when both views exist.
  • Follow-up: Implement in the post-review UX pass and test both a fresh save and the first visitor unlock transition

F02 — Mobile Requires Too Much Scrolling

  • Source: Netlify #3 · 2026-08-06T07:28:59.223Z
  • Tester: Tester A · mobile 440×796
  • Target / category: 温室与花盆操作 / 想法
  • Context: event locked; 0 completed orders; 4/4 plots occupied; 0 coins

这个界面在手机上 需要一直滚动 可以把grid变小一点

  • Status: Implemented, awaiting retest
  • Decision: On mobile, test a two-column compact greenhouse overview. Keep plant name, life stage, visual state, and urgent care signal on each card; move detailed meters and actions to the selected-pot dock. Preserve generous touch targets instead of scaling the entire card down.
  • Follow-up: Prototype after the feedback review, then compare scroll distance, legibility, and interaction responsiveness with 4, 6, and 8 plots at approximately 440×796. Retest with both Tester A and a general player.

F03 — Busy

  • Source: Netlify #4 · 2026-08-06T07:34:21.997Z
  • Tester: Tester A · mobile 440×796
  • Target / category: 温室与花盆操作 / 太忙
  • Context: event briefing; 1 completed order; 4/4 plots occupied; 12 coins

The creator followed up with the tester on 2026-08-06. The pressure came from repeatedly watering four occupied beds and scrolling to check their progress. The tester expected an idle game to tolerate being left alone, found the red water meter expensive to read, and quit before reaching the permanent central tank. Based on engine-UI experience, the tester recommended showing at least two pot cards per row on the tested mobile viewport.

  • Status: Implemented, awaiting retest
  • Decision: Keep watering as an early care action, but reveal the automation promise before workload becomes discouraging. The third occupied bed grants and installs one trial dripper through a persistent automation milestone notice. Pot cards expose water condition and percentage directly, while the accepted two-column mobile overview reduces scrolling.
  • Follow-up: Retest the first ten minutes at four occupied beds. Check whether the player notices the trial dripper, can scan all water states without opening each bed, and understands that later progression reduces care work further.

F04 — Too Much Text, Weak Prompts

  • Source: Netlify #5 · 2026-08-06T07:59:00.501Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 整体体验 / 太忙
  • Context: event locked; 0 completed orders; 3/4 plots occupied; 16 coins

文字太多了 提示不明显

  • Status: Accepted
  • Decision: Reduce persistent explanatory copy and give actionable states such as care needed, harvest ready, and order ready stronger visual priority.
  • Follow-up: Apply in the first feedback UX pass and compare first-screen action clarity before and after

F05 — Layout and Garden Schedule

  • Source: Netlify #6 · 2026-08-06T08:02:56.734Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 整体体验 / 太忙
  • Context: event locked; 0 completed orders; 4/4 plots occupied; 16 coins

排版可以优化一下,花园日程感觉没啥用啊

  • Status: Accepted
  • Decision: Remove the full garden-schedule mechanism diagram from the player interface. Keep loop documentation in Dev Garden and replace player guidance with specific current goals or alerts.
  • Follow-up: Remove the panel in the first feedback UX pass and protect the change with player-copy tests

F06 — Move It to the Top

  • Source: Netlify #7 · 2026-08-06T08:09:19.260Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 花材与订单 / 想法
  • Context: event locked; 0 completed orders; 4/4 plots occupied; 76 coins

放在最上面吧!

The creator clarified the likely intent on 2026-08-06: move flower materials and orders upward so the player's purpose is visible before a long garden page. This also connects to Tester A's mobile scrolling feedback, although F06 itself came from a desktop session.

  • Status: Accepted experiment
  • Decision: Do not simply move the entire workshop above the greenhouse. Surface the active order goal near the top, and create an 订单 workspace on small screens so materials and orders begin at the top of their own view.
  • Follow-up: Implement with actionable badges so an order hidden in another workspace cannot be forgotten

F07 — Pot Action Panel Lacks Emphasis

  • Source: Netlify #8 · 2026-08-06T08:11:23.143Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 温室与花盆操作 / 想法
  • Context: event invitation; 1 completed order; 5/6 plots occupied; 2 coins

花盆操作浮窗明显点吧 不然花多了看不过来

  • Status: Accepted
  • Decision: Keep selected-pot actions close to the selected plant through a persistent, visually stronger action dock. Make selection changes visibly update the dock.
  • Follow-up: Test with 4, 6, and 8 plots on desktop and mobile

F08 — Soil-Lab Action Seemed Unresponsive

  • Source: Netlify #9 · 2026-08-06T08:12:57.334Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 温室与花盆操作 / 困惑
  • Context: event invitation; 2 completed orders; 6/6 plots occupied; 66 coins

在实验台调理点了没反应

  • Status: Accepted usability fault
  • Decision: When all plots are occupied, state the empty-plot requirement as a prominent blocked state and label unavailable amendment actions with the missing condition instead of allowing a silent no-op.
  • Follow-up: Add a six-of-six regression test and a direct route back to the greenhouse

F09 — Competition Tab Is Too Complex

  • Source: Netlify #10 · 2026-08-06T08:16:51.992Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 整体体验 / 困惑
  • Context: event cultivation; 8 completed orders; 5/8 plots occupied; 1 coin

赛事tab太复杂了

  • Status: Accepted experiment
  • Decision: Treat the competition as a focused workspace. On small screens, show only the current stage's purpose, necessary evidence, and primary action; completed explanations should not remain equally prominent.
  • Follow-up: First separate navigation and attention, then reassess whether the stage content itself still feels complex

F10 — Competition Hides the Home Greenhouse

  • Source: Netlify #11 · 2026-08-06T08:17:56.283Z
  • Tester: 大花 · desktop 2560×1279
  • Target / category: 温室与花盆操作 / 困惑
  • Context: event cultivation; 8 completed orders; 2/8 plots occupied; 1 coin

最好有个浮窗提示,赛事会占大半个页面,会忘记小温室

  • Status: Accepted
  • Decision: Keep a persistent greenhouse status and return action visible while the competition workspace is open. Prefer a stable workspace signal over an interrupting popup.
  • Follow-up: Show actionable greenhouse counts in the competition entry or workspace navigation and verify that returning preserves context

F11 — Show Seeds Before Planting Space

  • Source: Creator follow-up conversation with Tester A · 2026-08-06
  • Tester: Tester A · mobile-flow observation
  • Target / category: 种子与移动端信息顺序 / 想法
  • Context: Supplemental feedback after the first online session; not a Netlify submission

种子可以放在更上面,因为逻辑上来看用户是先看到种子才种花。

This is related to F02 because both concern mobile information architecture, but it remains a separate observation. F02 concerns density and scrolling; F11 concerns whether the interface presents the prerequisite choice before the planting target.

  • Status: Accepted experiment
  • Decision: On mobile, place a compact current-seed selector above the greenhouse grid. Activating it opens the full seed choices in a bottom sheet and returns the player directly to the pots after selection. Keep the tool shelf separate instead of moving the full seed panel above the greenhouse.
  • Follow-up: Prototype together with F02; verify the visible order reads as choose seed, inspect pots, then plant, without adding another long section or reducing touch targets

Discussion Protocol

For each item, record:

  1. What behavior or feeling did the player actually report?
  2. Is it an isolated preference, a usability fault, or corroboration of another observation?
  3. What evidence would distinguish the plausible causes?
  4. Decide Accept, Experiment, Clarify, Defer, or Reject.
  5. Only then name the smallest follow-up and link it to the relevant design or backlog record.