[go: up one dir, main page]

Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

OrangeL1ghtning

35
Posts
A member registered Jun 07, 2020

Recent community posts

Aw I hope it didn’t demotivate you! I actually think it’s a great thing that there’s a successful game out there thats doing what you’re trying to do - it proves people like the formula!

Just slap a different coat of paint on it with different theming and a couple of features unique to your game and I genuinely think you have a winner. I wasn’t kidding when I said I’d buy it even as it is currently. 

It’s like the ‘holy sh*t two cakes’ meme. I’m really looking forward to seeing where you go with this :)

Hello, please find my feedback and a video of my play session below:

What was the most frustrating moment in what you experienced?

- If the conveyors were connected to another aspect of the kitchen, like a chopping board, it would be nice if the food was placed directly onto that object/aspect. I connected the lettuce box to a chopping board via conveyors but the lettuce kept ending up right next to the board instead of on it.

What was your favorite part of the game?

- The core loop was a lot of fun, reminds me of overcooked a lot but solo. 

Was there anything you wanted to do, but the game didn’t let you?

- I would have liked to been able to move some of the food stations like I could the other stations. For example I wanted to move the burger patty box next tot he lettuce box. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Nothing that's not obvious - more recipes etc would be nice. 

What would you say you were doing in the game?

- Cooking and preparing meals to sell

How would you describe the game to friends and family?

- Overcooked but single player.

(If the video link doesnt work let me know and I'll upload it to the discord instead. I had to switch to daily motion since I keep maxing out my upload limit on the other video sites)

https://dai.ly/k2qXk3QcVfcAVoEHhey

Hello, please find my feedback and a recording of my play session here:

What was the most frustrating moment in what you experienced?

- It was a little frustrating that some options weren't greyed out but you couldn't do anything, but from reading your comments on the itch page it looks like that was very much intentional right now - so looking forward to when there's things to do there!

What was your favorite part of the game?

- The music was cute and I really liked the ASCII art

Was there anything you wanted to do, but the game didn’t let you?

- As I mentioned before, just being able to go into locations and do something would be nice. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Again, just adding some roleplaying elements in the Tavern etc would be lovely. 

What would you say you were doing in the game?

- Fighting Goblins!

How would you describe the game to friends and family?

- Cute ASCII fantasy game where you fight goblins

https://vimeo.com/1155786840?share=copy&fl=sv&fe=ci

Hello, please find my feedback and a recording of my session below:

Do the mechanics and the story telling complement each other? Do they clash in some way? How?

- I personally really liked having to do some gameplay mechanics, but it did stress me out a little. Again I didn't mind that but I know a lot of other people in the genre play to chill out.

Are the mechanics engaging enough?

- The mechanics do definitely keep me on my toes, I'd say they were pretty engaging. 

Do the mechanics detract from the story?

- No I didn't think so, in fact it was nice to see that some of the more fun/risky dialog options had a more complicated pattern to click.

Does the timeout fit into the game?

- Yeah I think it definitely could. I didn't have many timeouts during my session but I could see how that would be fun - being timed out of some dialog options and having your character be flustered at the same time as you.

https://vimeo.com/1155782536?share=copy&fl=sv&fe=ci

Hello, please find my feedback and a recording of my session below:

What was the most frustrating moment in what you experienced?

- Even after the beating the tutorial I still wasn't really sure how to play properly or what to do. 

What was your favorite part of the game?

- The SFX and game feel were good and the art is nice. The text is clear to read.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I think easing the player into the on boarding more would help. There was a lot of concepts during the tutorial I still didn't fully understand because there was a lot of information to read and understand at once. 

What would you say you were doing in the game?

- Using cards to battle opponents to get their health to 0

How would you describe the game to friends and family?

- Card based battling game

https://vimeo.com/1155777960?share=copy&fl=sv&fe=ci

Hello! Please find my feedback and a recording of my session below:

Depth vs. casual gameplay:

- I think you've got the casual part down already. In terms of depth, just adding more levels with more complex enemies, adding maybe a skill tree or some kind of incremental mechanics I feel would be great for that. Being able to upgrade my units or having more revive 'charges', maybe being able to increase the time before the dead enemies skulls go into the ground...that type of thing.

What was the most frustrating moment in what you experienced?

- Nothing was particularly frustrating, though in my first couple of runs I ran into higher tier enemies right near the start. If there was a way to reliably ramp up the enemies in difficulty I think that would help things feel better.

What was your favorite part of the game?

- I really liked a lot of this. It's such a simple premise but with a couple of tweaks I could see myself playing a lot. Even if you put the current version on steam for a couple of bucks right now I would 100% buy it. The core loop was just very satisfying.

Was there anything you wanted to do, but the game didn’t let you?

- Nothing in particular in the current version, maybe being able to dodge some of the bigger guys more effectively would be nice. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- As I said before I think if you implemented some kind of upgrade/skill tree that would go a long way to the replayability. Even some rogue like elements with random upgrades that you pick from each run could be fun. 

What would you say you were doing in the game?

- Building an army from the bones of my enemies.

How would you describe the game to friends and family?

- Fun little game where you build an army and defeat bigger enemies to make your army stronger.

The game reminds me a little in premise of 'Be My Horde', which was pretty successful. It might be worth having a look at how they do depth to get some ideas.

https://vimeo.com/1155768167?share=copy&fl=sv&fe=ci

You're welcome! And nope! I want to participate in a future one but for now I'm just paying it forward :) 

Hello, please find my feedback and a recording of my session below:

What was the most frustrating moment in what you experienced?

- I wasn't entirely sure what triggered the scares. I assumed it just came in random intervals after you keep cranking but sometimes it felt like I did something wrong and I wasn't sure why. The fake scares were also fun at first but later in the game I just wanted to collect my pollen and pick my flowers uninterrupted. 

What was your favorite part of the game?

- There was a lot I liked in this one! If I had to pick an absolute favourite thing it was the bunnies. They were so cute. But I loved being able to build up my field, the game feel was excellent and it did trigger that 'one more run' feeling. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- More bunnies please.

What would you say you were doing in the game?

- Cranking a jack in a box to build a field and collect currency to improve that field.

How would you describe the game to friends and family?

- Cute jack in a box and nature themed incremental. 


Hello! Please find my feedback and a recording of my playtesting session below:

Was the game enjoyable? Could you imagine playing a longer version?

- Yeah overall I'd say it was enjoyable. I'm not very good at these kinds of games but I had fun while playing it. I think if you could get upgrades etc each time you defeat a boss to make your tank more powerful that is a real fun loop. (Apologies if you could do that after the boss - again I am bad so I never beat it.)

Was the boss too hard/easy?

- I don't think the boss was too hard, but I am bad at the game so I didn't beat  it :P I didn't notice the boss health bar until I looked back at the footage. Maybe putting it at the top would make it more obvious?

What was frustrating?

- I didn't realise at first that I had an alternate fire. Again that was mostly on me for not reading the itch page first, but maybe some key bind button above the alternate fire would have made it more clear. 

What did you wish you could do?

- As I mentioned before, upgrades for the tank to change/improve the weapons etc would be cool.


Hello! Please find my feedback and a recording session below:

- Does the first person block pushing mechanic have legs (ie. Do you think it could form the basis of a game, or is it too clunky / obscuring)

- I don't think it's too clunky as a concept. The controller felt a little floaty but I think you're already aware of that and once that is fixed it wouldn't be an issue. But on the flip side I didn't find any of the puzzles too interesting either. Again, considering this was just a prototype you came up with in a few days that's to be expected, but my point is it would be a lot easier to comment on the viability of the idea once you try to do more interesting things with it. That said, I wasn't bored during the playtesting session either, so I think it has potential. 

- Are elements clear where they are in the game world (ie positionally)?

- Yeah the elements are clear on where they are and what they are. The only thing that was a little confusing was the level where there was a bunch of blocks together. At one point I could push one of them but not others when it looked like they both had blocks behind them. 

- Thoughts on the art style

- I liked it, gives me cell shaded vibes. 

Hello! I got it working :D You were right, I just needed to wait a bit longer, it was just a little confusing since it looked like it was stuck at 90%. Anyway, here's my feedback and a recording of my playtesting session.

What was the most frustrating moment in what you experienced?

- In the UX department something feels too fiddly with the inventory. I couldn't rotate ice creams with the scroll wheel (but 'R' did work). When it came to making recipes it also felt like there was a little too much clicking when trying to make the ice creams. - maybe if the player puts the ingredients in the blender the game could pick up automatically what recipe they were trying to make? I'm not sure how that would work if the player put extra ingredients in though...

What was your favorite part of the game?

- The look of the game is fantastic. It's really cozy and cute, and has a great colour palette. I really like the 'vibes' of the game so to speak. It reminds me a lot of Minami Lane - but with ice cream. 

Was there anything you wanted to do, but the game didn’t let you?

- I kept trying to left click and drag ingredients from one inventory panel to the other but it wouldn't let me. The interaction I wanted would work if I right clicked though, which the game was telling me was the 'select all' option. If we could get the left click working like the right click that would be great. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Not sure if this is already there in later levels but a way to increase your ice cream empire would be great. Like having multiple carts, upgrade to an ice cream van...be able to buy things to automate some of the making of the ice cream. That would be fantastic. 

What would you say you were doing in the game?

- Making ice cream and then selling it to people in my cart.

How would you describe the game to friends and family?

- Cute ice cream selling game!

A couple of other notes I just wanted to mention:

- The English is a little off in some sections. It's mostly the grammar. It doesn't happen all the time but enough where it pulled me out of the game at a couple of points. Not a huge deal for the demo, but it is something I would look into before releasing it properly.

- The inventory screen that showed me how many ice creams I had left didn't show if I clicked it when it was in a 'paused' state. The other two buttons at the top worked while paused though.

- I really liked that you added the expected keyboard binds with pausing, playing and increasing the speed. That's a nice touch.

- At one point I tried to make multiple batches of ice cream. It worked great when blending it up, let me stack two lots on top of each other...but then when I froze it, it only gave me one batch when I expected to get two, since I put two batches of the juice in. Not sure if that's a bug or intended. If it is intended then maybe it would be a good idea to either not let the player put multiple batches in, and also make it a bit more clear how many ice creams they should expect to get out of how much they put in. 

- On the shop upgrades screen it was giving me prices for things in both tokens and dollars - but I couldn't see a way to pay via dollars (or how much money in dollars that I had.)

I think with some tweaks this could be really great! This kind of management style game is really my thing, so I'm looking forward to seeing what this is like on full release :)

You're welcome! I think as long as there's some kind of progression people shouldn't mind too much - and if you have that covered via gear I think that should work. As you say it's more the experimentation and having new 'toys' to play with that I personally care about with levelling up. 

Hello! Heres my feedback and a recording of my play session:

What was the most frustrating moment in what you experienced?

- In the Plinko mode I kept thinking that we needed to gurney the Daves into the ambulance but it didn't seem to do much.

What was your favorite moment?

- I really like how silly it is, I loved the main menu music and the SFX.

Was there anything you wanted to do, but the game didn’t let you?

- I wanted to rescue my Dave's and put them in the ambulance

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I see from the screenshots on the itch page that there's a campaign mode, and it looks like you can build a statue to Dave. If that isn't the case then I think that should be added. All hail Dave.

What would you say you were doing in the game?

- Both rescuing and subjecting torture to a poor bloke named Dave

How would you describe the game to friends and family?

- Silly arcade fun with Dave


Hello, here's my feedback and a recording of my playtesting:

What was the most frustrating moment in what you experienced?

- Nothing in particular was frustrating, though it would be nice to maybe see the order of snake head colours somewhere. I think it would make it easier to plan my moves ahead when I forget which colour is next.

What was your favorite part of the game?

- I absolutely love the presentation and game feel. It felt very tactile and the Wyrms were super cute.

Was there anything you wanted to do, but the game didn’t let you?

- Honestly nothing in particular comes to mind, if I'm being really picky maybe some kind of keyboard shortcut to go back to the start of the puzzle.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Potentially a hint system? Maybe one that let you know which block to go to next so it doesn't spoil the whole puzzle but if someone is really stuck it could help get them on the right track.

What would you say you were doing in the game?

- Solving puzzles with Wyrms! 

How would you describe the game to friends and family?

- Super cute puzzle game.

Just as a separate note I enjoyed this one a lot more than I thought I would. I don't normally go for puzzle games but this was pretty intuitive and the presentation/theming was so cute it made me want to play more. 

Hello, heres my feedback and a recording of my playtesting session:

What was the most frustrating moment in what you experienced?

- The insta kills on first click unfortunately. Admittedly I am terrible at minesweeper, but it would be nice if it would be possible to make the very first move not be a monster. 

What was your favorite part of the game?

- I liked the theming, and the sprites for Howard and the monsters.

Was there anything you wanted to do, but the game didn’t let you?

- I was trying to figure out what the little symbol under the eye meant, that also popped up when I hit some of the tiles. Maybe having some kind of key would be nice to explain what that was?

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Probably the insta kill on first selection as I said before. I also think adding more levels and slowly ramping up the difficulty would help with onboarding. I would have been way more likely to play longer if it was a little easier to start for people like me who are bad at minesweeper. 

What would you say you were doing in the game?

- Playing minesweeper but with Eldritch Horror monsters

How would you describe the game to friends and family?

- Minesweeper with Eldritch horror!

Hello! Here's my feedback and a recording of my playtesting session:


What was the most frustrating moment in what you experienced?

- I kept losing/being pushed off my chair and couldn't find a replacement :( One thing that wasn't frustrating but wasn't quite clear was what the hearts/health was for. Maybe that's why I kept losing my chair :P 

What was your favorite part of the game?

- The art was super cute, I really liked the names of the characters and the concept of grabbing some chairs and just racing around the office is fun.

Was there anything you wanted to do, but the game didn’t let you?

- Again I kept losing my chair, so a way to get one back easily would be nice. I ran around half the track at one point and couldn't find one but became so slow it was easier to just restart. 

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- If it doesn't already exist a track without any obstacles/things to slow you down could be fun, just to have one mode where you could zoom as fast as possible

What would you say you were doing in the game?

- Grabbing chairs and racing with them

How would you describe the game to friends and family?

- Racing game with a cute office chair theme

Hello! Here's my feedback and a recording session of my playtest:

What was the most frustrating moment in what you experienced?

- Unfortunately I think it was the controls. It would be nice to be able to control the particle more.

What was your favorite part of the game?

- I liked the sound effects and it was very obvious when I was going out of bounds/touching something that was bad. It was also neat seeing a game based on particle physics (my husband is a particle physicist!) 

Was there anything you wanted to do, but the game didn’t let you?

- Yeah I really would have liked to have a better degree of control, even if I could control the direction while keeping everything else the same that would have felt a lot better I think. Though I have a feeling that goes against a lot of what you're trying to do. Not sure if there's a happy middle ground somewhere.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Just like my previous points, some better degree of control somehow would have gone a long way.

What would you say you were doing in the game?

- Collecting balls/points like pacman while being a little particle. 

How would you describe the game to friends and family?

- Pacman but with particles.

Hello! Here's my feedback and recording of my playtesting session:

What was the most frustrating moment in what you experienced?

- It was unclear exactly when the plate that I was on was going to collapse. I did notice the holes and that they were increasing, but I think some kind of numerical timer would help a lot. 

What was your favorite part of the game?

- The art style was really charming, and I liked the SFX and animations (especially when you're dragginy our guys). I also liked that you could level up your people.

Was there anything you wanted to do, but the game didn’t let you?

- It would have been nice to make sure that I had all the time that I could in camp, but again it was a little unclear exactly when the plate would collapse.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- Maybe some more survival mechanics...I found some food at some point but couldn't find anything to cook it with, so maybe there was a lot more there that I just didn't get to. 

What would you say you were doing in the game?

- Scavenging through a strange land, trying to find a way out

How would you describe the game to friends and family?

- Charming survival game

Hello! It was hard to truly playtest since this was a tool rather than a game, but it felt very tactile! I liked the sfx and hover effects on the buttons. I wasn't sure what all the resources did/went to though, or if I could do something with them after a session.

Hello! Have you had any feedback regarding the web version not working? I tried it a couple times this evening and it gets to about 90% loaded but just sits there.  I can try again tomorrow too, but wasn't sure if the issue was on my end. 

You're welcome! 

And sure, I'm happy to playtest it again in the future if you'd ever like me to. Just send me a DM on discord, or ping me on the igc discord if so. My username on there is the same as here but with an i instead of a 1.

Aw that's super sweet of you, but nope! I'm hoping to participate in a future jam but I had some free time this weekend and thought I would just pay it forward. 

Hello! Please find my feedback and a recording of my play session below:

What round did you get to before quitting?

- Completed the round where you had to get 100 coins. I would have gone further but unfortunately I kept hitting the following bug:

3index.html:407 Uncaught TypeError: Cannot read properties of undefined (reading 'ruleText')

    at nextRound (index.html:407:48)

    at HTMLButtonElement.onclick (index.html:618:83)

I did try it twice just in case, but it did this both times after completing the 100 coin requirement round and hitting 'Next round!'

What was your strategy, if any?

- Mostly just selecting all the dice I could, with selecting a card. I didn't realise at first that once I 'used' a card that it didn't go away. I thought once I used a card in a round it would either spawn a new one or at least remove the one I used from the options.

What did you most like?

- It was fun kind of just selecting the dice and letting them roll so to speak. The RNG aspect of it. 

What was frustrating?

- That I couldn't play more :(

What did you wish you could do?

- I would have liked to see more of the cards and their affects, but I was barely clearing some of the levels so I didn't want to spend any of my coins. I like the idea of being able to modify the RNG a bit to put things more in my favour. 

Hello! Please find my feedback and a recording of my play session below:

Does the core loop work for you? Is it FUN? If the game had more content and polish do you see yourself playing it for 10+ hrs?

- I could see it being more fun when I had more equipment. It probably is a skill issue but I found it pretty tough for the time that I played.

What was the most frustrating moment in what you experienced?

- I wasn't 100% sure what all the keywords meant i.e the edge tokens, marked tokens, momentum. I did read the explanation on the main itch page, but forgot a lot of it in the moment to moment of playing since it was a lot to remember at once. 

What was your favorite moment?

- I liked trying to place my units strategically so I could use their abilities more effectively. Picking up treasure is always nice too, makes it feel less bad when you die as you get to keep the treasure for a future run.

Was there anything you wanted to do, but the game didn’t let you?

- Again I think it goes back to explaining some of the terms in game. Maybe they were explained in the game itself but I couldn't see it easily.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I'd like more abilities, maybe a level up system for the units? Apologies if this was already in there and I missed it, but I couldn't tell if it was there from the first 10-15m.

What would you say you were doing in the game?

- Trying to get through a dungeon and collect treasure for future runs. I kept trying to kill the enemies and I think I should have placed more of an emphasis on getting to the next room.

How would you describe the game to friends and family?

- A dungeon crawler where you get to pick up loot to improve your units and get further each run.

Hello! Please find my feedback and a recording of my play session below:


Understanding the Goal: Do you know what you're trying to accomplish?

- Unfortunately not, I thought the goal was to point the laser at the aliens but the game kept ending and I wasn't sure what I was doing wrong. At first I thought it was because one alien got through, but on subsequent tries none did and it still brought me back to the upgrade screen after only a minute of playing. 

Economy Balance: Do things feel reasonably priced, too cheap, or too expensive?

- I wasn't sure how to get any of the resources except for the green aliens one so it's hard to say.

Upgrade Significance: Do specific upgrades feel good, overpowered, or worthless?

- I used the cheats to unlock a bunch of stuff and yes a lot of the upgrades felt pretty good - I can definitely see the appeal of trying to max out the upgrade tree.

Game Pacing: Does the game ever feel like a grind or was it over too fast?

- It felt way too fast to me. To the point where I'm pretty sure I was doing something wrong but I really wasn't sure what it was.

What was the most frustrating moment in what you experienced?

- The game taking me back to the upgrades screen when I wasn't sure why. One other point that wasn't necessarily frustrating but was unclear: I didn't know we had to pick up the green blobs at bottom of the screen at first.

What was your favorite moment?

- I really enjoyed being able to upgrade things and see how that changed the game going back. 

Was there anything you wanted to do, but the game didn’t let you?

- I would have loved to have played more of the main game but again, it wasn't clear why I couldn't.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I think just giving more feedback to the player on what certain things do/are would go a long way.

What would you say you were doing in the game?

- Stopping an alien threat while upgrading your base with the resources you get from killing aliens.

How would you describe the game to friends and family?

- Game where you run a alien killing faction and have to upgrade your base to get more cool power ups.

Hello! Please find my feedback and a recording of my play session below:

Is the core puzzle idea fun?

- Yeah I enjoyed it, and I think you taught it well to the player by introducing concepts individually by level first.

Are the rules easy to understand?

- Yeah I think so, and again I think you did a great job on teaching people incrementally. I couldn't figure out puzzle 8 but I don't think that was on the game.

What was the most frustrating moment in what you experienced?

- Having to restart a puzzle because I accidentally clicked on the wrong robot and couldn't change my selection.

What was your favorite moment?

- I really like the robots animations, and I loved being able to just bulldoze through with the destroy guys. It was satisfying once I figured out some of the later rooms and which order I needed to do things in.

Was there anything you wanted to do, but the game didn’t let you?

- It would have been nice to be able to cancel the selection of the robot. I understand why you wouldn't be able to cancel their behavior once you've chosen that, but if I clicked on the wrong robot it would be nice to go back before selecting their behavior to pick another if needed.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

- I'd personally like to be able to see the robots path if I hovered over them. I understand that would probably be hard to do since it depends on where some of the boxes are, but I think that is one thing that would be nice to add if possible.

What would you say you were doing in the game?

- Figuring out the correct order and behavior of robots to get them to an extraction point.

How would you describe the game to friends and family?

- Robot themed puzzle game! 


https://vimeo.com/1155556697?share=copy&fl=sv&fe=ci

Gotcha. Honestly I really do think it has promise, I like the core concept.

If you ever want someone to playtest future versions just send me a message on discord, I have the same username but with an I instead of a 1. Id be more than happy to play it again sometime :)

No worries! And ha honestly the combat did give me big DMC vibes, whenever I blocked I kept saying 'Royalguard' in my head - I think that's why that part was my favourite.

Oh sure I could see that with V - I'd be excited to see what you come up with! I think being able to combo with your partner would be cool. I did notice in one of the tutorial panels you said you could bat enemies back and forth with your partner which I was trying to do since it sounded neat, but I couldn't pull it off properly. I'd definitely try again if you did change the behaviour though, think it would be easier to do things like that if we didn't have to control the partner as much. But good job! It was a fun prototype overall. 

No worries! I wasn't 100% sure how to get a 'big' score if that made sense. I saw that we could do pairs so assumed that if I rolled over multiple 6's for example that would score more, is that correct? But if there was anything more than pairs I wasn't aware of it, though if I had to assume it would be like three of a kind etc. I also wasn't sure if rolling over multiples of the same colour would score more, or if it was multiples of the same number, or both. Perhaps a button somewhere on the side listing the patterns would be helpful for that (like the poker hands button in Balatro). I do think if I understood that better it would have motivated me more to try to get more of the patterns. 

In terms of the runestone I think I was expecting it to work like the bumpers, that the balls would bounce off of it. Even when I knew that that wasn't what it did after hitting it in a previous round my brain kept making that association. I see that it's a different colour than the bumpers, but maybe making it a drastically different colour would help? Or if it looked more like a hole or something the ball would fall into, I'm not sure.

This is the 2nd video after I realised I messed up with unequipping my turret.

Hello! Here are my notes for feedback that I made while playing, and a recording. 

- Like the core concept - reminded me a bit of dome keeper

- Felt a little difficult to control but I wasn't sure if that was intentional or something we could upgrade later on

- I accidentally unequipped my turret on my first round and wasn't sure why it wasn't shooting. I realized watching the footage back but at the time it wasn't obvious. Maybe if the player has no weapons equipped some kind of warning/alert could pop up?

- Wasn't sure if using shift to boost used more fuel

- Wasn't sure what hitting obstacles did - the screen shake made me think that I was being hurt in some way but I couldn't see a health bar or see my fuel go down more when I hit something.

- Sometimes it wouldn't target the obstacles that were closest to me, which was a little confusing.

- Could definitely see the core loop being more addictive when I unlock more things.

This is the recording of where I messed up, I'll include the one where I played a little more in a separate comment since Itch won't let me upload both in one comment. 

(1 edit)

Hello! Here are my notes for feedback that I made while playing, and a recording. 

- Really like the art, it's super cute. Especially the MC design

- I would like to be able to set a 'default' behavior for the partner, it would be nice if I set a command it would keep doing that - I wanted them to just keep fighting with me for example and she seemed to for a little bit. Maybe it was me accidentally changing her behavior, but if so maybe that could be a bit more obvious to the player?

- Tutorial was good enough to learn the game, though there was one section where you were teaching me how to do the energy collecting ability and I forgot the button for it but the tutorial tooltip at the time didn't say what the button was (it said it the screen before), just to use it when enemies were red or purple. 

- I think personally I would have preferred a self controlled AI for the partner, but again maybe doing something like where you could change their default behavior would be a good medium point. 

- If you did want to have the player control the partner and that be more of a core/unique mechanic it might be worth doing something how like DMC5 did with V's summons, where they were a part of your combos.

- I think I skimmed over the part of the tutorial where it said the energy attacks needed orange orbs to use, so maybe if the player tries to use them when they don't have orange orbs some kind of noise or shake on the orange orb UI would be good. Just some kind of feedback to let me know that I need that resource while playing

- Animations were really nice.

- I think my favourite part was the parry/block mechanic. 

Hello! Here are my notes for feedback that I made while playing, and a recording. 

- Thank you for including an option to turn music down! 

- Really liked the art style and game feel, things felt very tactile.

- Though saying that I didn't really need to think too much about what I was doing during rounds - just had to make sure that I didn't bust.

- Also didn't see too much of an issue with going bust if all I had were cards that didn't give me points, going bust just seemed to end that day, which it would have anyway if I held.

- Seemed a little easy - I played the 2nd level too just in case it was the first on boarding one, but the 2nd seemed just as easy. Very generous with the days. 

- I couldn't read what the permanent upgrades did. Not sure if this would be an issue on the non web build, but if it said what it did in the tooltip that would be nice. 

- What I needed to do was very clear

- Liked that if I finished early the game rewarded me for doing so.

- I like the core premise, it tickles some of the same brain feelings as Balatro did

Hello! Here are my notes for feedback that I made while playing, and a recording. 

-I like the SFX

- I think going the way of a roguelike like you're starting to do would make this much more engaging for me personally. Right now it feels more like a puzzle game which isn't my jam.

- I like that you can add bumpers as the ball is going, though that wasn't obvious to start with. 

- Also wasn't obvious that the little octagon guys would just eat the ball. 

- Could definitely see the potential here with more roguelike 'number go up' elements, or being able to change some of the balls so we could get a pair etc more easily if the game didn't spawn them near each other for example.