I Thought Players Would Love This Mechanic. They Didn't. Here's What I Changed.
One of the mechanics I was most excited about in Whisker 2 completely confused players during playtesting. Here's what I learned about the difference between what designers think and what players actually experience.
What I Designed
I added a combo system where if you served ingredients in a specific order, you'd get bonus points. I thought this would add depth to the gameplay and reward skilled players.
The system worked like this:
- Pick up bread → Pick up cheese → Pick up lettuce = Sandwich Combo! (+50 points)
- Pick up flour → Pick up sugar → Pick up eggs = Cake Combo! (+100 points)
I implemented it with a simple queue system:
private Queue<string> ingredientQueue = new Queue<string>();
public void PickupIngredient(string ingredientName) {
ingredientQueue.Enqueue(ingredientName);
if (ingredientQueue.Count > 3) {
ingredientQueue.Dequeue(); // Only track last 3 ingredients
}
CheckForCombo();
}
private void CheckForCombo() {
string[] currentCombo = ingredientQueue.ToArray();
// Check if it matches any combo patterns
if (IsCombo(currentCombo, sandwichCombo)) {
score += 50;
ShowComboText("Sandwich Combo!");
}
}
What I Expected
I thought players would:
- Notice the combo text appearing
- Experiment with different ingredient orders
- Learn the patterns
- Optimize their ingredient pickup routes
I was imagining players speedrunning to get perfect combos.
What Players Actually Did
During the first playtest, literally nobody mentioned combos. Zero people.
I asked: "Did you notice the combo system?"
Most people said: "What combo system?"
A few people said: "Oh, I saw some text flash but I was focused on the orders."
Why I Think That Happened
After watching people play, I realized three problems:
Problem 1: The feedback was too subtle The combo text appeared for 1 second at the top of the screen. But players were looking at:
- The customer orders (center-right)
- The ingredients they were picking up (bottom)
- The oven timer (top-right)
Nobody was looking at the top-center where combo text appeared.
Problem 2: The reward wasn't obvious +50 points sounds good to me as the designer. But players had no idea if that was a lot or a little. The score was just a number that went up.
Problem 3: Players were already overwhelmed During early levels, players were still learning:
- Where ingredients are
- How to use the oven
- How to serve customers
- How to manage time
Adding "also learn combo patterns" on top of that was too much.
What I Changed
Change 1: Made feedback impossible to miss
I moved the combo text to follow the player character and made it way bigger:
private void ShowComboText(string comboName) {
GameObject comboPopup = Instantiate(comboTextPrefab, playerTransform.position + Vector3.up, Quaternion.identity);
comboPopup.transform.SetParent(playerTransform); // Follow player
TextMeshPro textComponent = comboPopup.GetComponent<TextMeshPro>();
textComponent.text = comboName + " +50 Points!";
textComponent.fontSize = 8; // Much bigger
// Animate it floating up
StartCoroutine(FloatAndFade(comboPopup));
}
Change 2: Made the reward tangible
Instead of just points, combos now:
- Gave you +5 seconds on the customer timer (something players actually cared about)
- Made a satisfying "ding!" sound
- Showed sparkle particle effects
Change 3: Delayed the introduction
I removed combos from the first 3 levels entirely. Players learned the core loop first. Then level 4 showed a tutorial message: "Try picking up ingredients in order for bonus time!"
Change 4: Simplified the combos
Instead of 8 different combo patterns, I reduced it to 3 common ones that matched the most frequent orders. This made them easier to learn and players naturally did them while fulfilling orders anyway.
The Result
In the second playtest:
- 80% of players mentioned combos without me asking
- Several players actively tried to trigger them
- One player said "Oh that's why the sparkles happened!"
- Average scores went up because people got more time bonuses
What I Learned
Design hypothesis ≠ player experience.
Just because I understand a mechanic doesn't mean players will notice it, care about it, or figure it out.
The most important lesson: Watch people play. Don't just listen to what they say—watch what they actually do.
Players told me the game was "fun" but they didn't engage with combos at all. If I had only done surveys instead of observation, I would have thought the combo system worked fine.
Now before I add any mechanic, I ask:
- Will players even notice this exists?
- Is the feedback clear and immediate?
- Is this teaching them too many things at once?
- What's the smallest version of this I can test?
Testing your assumptions is the difference between "I think this is good" and "I know this works."
