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We found out the controls were simple enough that people could figure out how to play without our explicitly holding their hand, although people who were not used to VR or technology at all had trouble playing, as expected. We learned that text placement was crucial (even if we understood this, we continuously had to relearn the concept), as the slightest adjustment could spell comfort or extreme discomfort for the player. For example, in the first iteration, when the mom is talking to the player, the hyperlink choice to progress her speech was placed in such a way that the player would have to constantly move her head up and down in order to look at mom's speech and advance the narrative. When we were constructing this portion, we thought it trivial because the text and the link was "close enough"--turns out it wasn't.

This meant that we had to pay close attention to every text in the game, as even slight amount of misposition could mean breaking of immersion. Unfortunately, due to time constraints, this was simply not feasible, but being mindful of this in the long run helped in not making gross mistakes in text placement.

Another element that was brought to our attention was the sound. Sound effects were huge in player reactions; they were the first things players noticed and remembered when asked what stood out to them. This would eventually result in our decision to add a sound effect to most of the hyperlink elements, such as a toilet flushing sound when opening the toilet lid.

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