
Umisonia
by ZhinestarK · Playtest Umisonia’s early game: combat, controller feel and equipment

- Play time
- 25 minStated by the tester
- Played
- Outside the Arcade
- Sent
- Oct 10, 2026
- Accepted
- Oct 10, 2026Report 2 of 5 in this round
Where did you first get confused or stuck? What were you trying to do at that moment?
I never really got confused or stuck while progressing. Everything felt natural and well guided through the quests and the traditional exploration mechanics you would expect from a Metroidvania. I always had a good idea of where to go or what to do next.
How did the difficulty of the early combat feel? Was there a spike or anything that felt unfair?
I had no problems with the early combat or the first boss. Everything felt accessible and within the difficulty I would normally expect from a Metroidvania. I didn't die or need to retry anything up to that point.
However, after defeating the first boss and following the newly unlocked path, I noticed a significant difficulty spike. The enemies were killing me very quickly, so I decided to turn back and explore another route.
I actually think this might be intentional game design, as a way of telling the player that perhaps they're not ready for that area yet. I eventually discovered another path leading to a village where I needed to pay to enter, so I decided to explore that instead.
How did the controls feel with a gamepad? Was anything imprecise or uncomfortable?
At first, some of the controls felt a little unusual. Personally, I think the dash would feel more comfortable on R2, using PlayStation button names as a reference.
I would also prefer having the healing potion assigned to L1 instead of Circle. Since Circle is so close to the combat buttons, it's easier to accidentally use a potion when you don't actually need to heal.
Apart from that, the controls felt good overall.
My biggest complaint is having the on-screen button indicators constantly visible while playing with a gamepad on PC. I understand why this might be useful on mobile, but on PC I think there should be an option to hide them.
I actually looked for that option and tried disabling the HUD, but the buttons were still displayed on screen. I found that a little distracting.
When you chose equipment, did you understand what each piece did and how they differed?
Yes, the equipment system was quite clear. The damage numbers and different attributes made it easy to understand the differences between items and compare them quickly.
However, what confused me at first was figuring out which buttons I needed to use to equip, unequip or upgrade items. I don't think those controls are particularly intuitive, even though the equipment information itself is easy to understand.
Was there anything on screen you didn’t understand, such as an icon, number or menu?
Yes, some of the icons and button indicators in the equipment menu were a little confusing.
I also found the way the character level is displayed somewhat inconvenient. I could only check my level during gameplay, not in the pause menu, and I think that information should be easier to access.
The level-up notification could also be more noticeable or stay on screen a little longer. There are already so many damage numbers appearing during combat that it's easy to miss when you level up.
Another thing I found uncomfortable was having to use the mouse on the PC version to select dialogue options or interact with certain parts of the equipment menu.
I think all these interactions should be fully integrated with the gamepad so navigating menus and conversations feels smoother and more natural.
Would you keep playing after these 25 minutes? Why or why not?
Definitely! I really enjoyed the game. It feels like a classic Metroidvania but with some interesting additional systems, especially the farming mechanics that reminded me a little of Bloodstained, while still having their own identity.
I also liked the decisions you can make, the clear quests shown in the pause menu and the overall world design.
The gameplay felt smooth, and exploring the different paths made me want to keep discovering more of the world.
I'm also curious about the story and finding out who my protagonist really is, which gives me another reason to continue playing.
Overall, I genuinely enjoyed my time with Umisonia and would definitely keep playing.



