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(+1)

¡Hey!

From what I’ve played so far, it’s pretty fun! But I feel like it’s not super intuitive in some areas.

  • The UI that tells you how many rabbits are idle and how many are busy was a bit confusing at first. I expected a different pop-up depending on the type of bunnies, but it was always the same, so I wasn’t sure if I had idle bunnies or not. Later, I figured out how it worked, but it wasn’t something I could immediately understand at first glance.

  • When it came to building walls, it was really confusing at the beginning. Since the terrain has natural resources like rocks and trees, I wasn’t sure if enemies could pass through them or not, so I had no idea how to place walls effectively. In Age of Empires, for example, trees form a solid block that visually makes it clear you can’t pass through them, which makes setting up defenses much easier. Maybe this gets more manageable in later levels now that I know enemies can go through things, but at least on my first try, it was a bit tricky to figure out.

  • Tying into the previous point, at first, I had no clue where enemies would come from, so I didn’t know what to defend. I eventually noticed the spawn points and the flags marking them, but maybe having a bigger, more noticeable icon (at least in the tutorial) could help new players.

  • As you probably saw in my gameplay, I struggled to understand the grid size for construction. Sometimes it felt like I had space to place something, but the building would jump to a much further spot. This was especially noticeable with small-looking objects like the campfire—I instinctively tried to place it in spots that seemed to have enough room. It’s not necessarily a bad thing, just a bit confusing at first. Maybe tweaking the size of some elements or adding small details (like tiny fenced gardens around houses) could help indicate the occupied area more clearly.

  • I feel like it would be really useful to have a UI element that puts more emphasis on food production issues. Watching my gameplay, I noticed a small icon that probably warned me I was in the negatives, but I didn’t see it at all while playing. I’m not sure how serious my food situation was, but if it was bad, that means I almost lost bunnies without even realizing it. Some players might lose bunnies to starvation just because they get distracted managing everything else. It’s probably less of an issue for experienced players, but for new ones still figuring things out, it’s easy to get caught up in building and prepping for nighttime and completely miss the food situation.

  • Near the end, I tried to remove rabbits from a task, but I just kept adding more instead. I’m not sure if there’s a way to do it and I just missed it, or if the option doesn’t exist, but in either case, having the option or making it more visible would be super helpful.

Aside from these small details, everything else felt really solid and easy to understand. I loved the task automation—just needing free rabbits instead of assigning them manually is such a great idea! I only had time to try the tutorial, but I have to admit, I really liked it. I hope my feedback is helpful! It was a pleasure to test the game, and I’d definitely play more and recommend it  :)

Also... if you could help me with some feedback on My Game, I would be really grateful! ^^


(+1)

Thank you a bunch for playing

I will find some time in the next couple of days and get back to you :) 

This feedback is amazing. I have to go to work now, and had a busy weekend, but I will get back and give you a proper answer with a video of your game.

(+1)

Thank you so much again for testing my game. I have now tested yours :)


Things that I liked: 

  • The many different characters and had different styles.
  • The upgrade system, where picking up souls would allow me to become better.
  • Progression system was fun and clear. 

Things that I would improve 

  • The feedback in the game seems weak, I am not always sure what is happening, and it feels mechanical and rigid at times.
  • There is no clear goal, or anything to do in the game that keeps me motivated, surviving for 30 minutes, does not feel like enough.
  • Animations for jump and dash needs some work to feel better. 

All in all, this has potential, and I am looking forward to more updates on the game.

(+1)

Thank you soooo much! Your feedback is gold!

A lot of people mentioned "stiff controls" or that they "didn't like the jump," but no one could really explain why. I had gotten so used to them from playtesting that I couldn't figure out what the problem was—until now! Thanks to you, I finally get it. I'm going to rework the entire character movement for the next version and hopefully nail the right feel this time.

Also, thanks for pointing out the "goals problem." I hadn’t even noticed it could be an issue since no one had mentioned it before, but now I can't unsee it! I'll see what I can do to improve that as well.

I really have to thank you again—you've helped me so much. Getting feedback is tough because it's hard to convince people to try a game and share their thoughts, so I truly appreciate it! :)

(+1)

Absolutely no problem. And than you for your feedback :D

 I know how valuable it is to get feedback. And how difficult it is to get, especially from friends and family. 
The reason why I made the video on how to give feedback, is because I think that giving and recieving feedback is a skill, that a lot of people should take a bit more serious (especially as creatives) 

As designers we should look for the truth and identify patterns in our design. 

I find this really difficult when using friends and family to test my games, because they will not tell me the truth, as they will try to make me feel good, but I have some tricks, that I often use

First, I take the majority of my notes from watching them play, find places where they struggle and then make the notes on that. 

Then I will ask them open ended questions about the struggles I saw them having such as "what is your thoughts on figuring out ... " 

Then, when they say things that are a bit hurtful, I will do what I can to remove myself from this feeling, and try to figure out why they are saying this. Typically its because they are not trained in giving feedback, and they are not used to constructively convey how they feel and what they see. I will ask questions to elaborate and be kind and open.. because there is truth to be found, even in hurtfull comments (and sometimes the truth is just their truth.. and not something you should react to.. but thats a different topic) 

I have my two "goto" things which is "What did you like about the game" and "What would you change in the game" .. these are non agressive open questions, that more often than not, will give you some great insights. Another one I use is "Remove one thing from the game" and once they did that "Add a new thing to the game" .. this often brings up a conversation that are valuable. 

Anyhow, enough of me rambeling about research and how to get good testing data :D 

I also wanted to share a bit about how to make good jumps, but instead I found a video that explains most of it :) 

Thank you again for testing my game and recording it
(+1)

Thanks for your advice on getting feedback! Giving useful feedback is definitely a skill, and it can be really hard to get honest opinions from friends and family since they don’t want to hurt our feelings. A lot of times, they don’t realize that hearing the bad stuff is exactly what helps us improve.

That’s why I usually prefer to just watch them play, and it’s also why I really appreciate you taking the time to record your gameplay for me!

I’ll definitely put your advice to good use!

Also, funny enough, the video you sent was actually the same one I originally used as a reference. But when I went back to my code, I realized I had messed up some of the logic behind the jump mechanics—some parts didn’t even work at all! I’ve now fixed the broken parts and implemented the ones I had left out. Hopefully, jumping and movement will feel much better now. :D

Thanks so much for your help! :)