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Star Rider: Elemental Shuffle has a solid foundation—visually and audio-wise, it’s polished and appealing, and the gameplay feels fair and well thought out. The concept works and definitely brings its own unique flavor.

The biggest hurdle for me was the learning curve, especially when it came to aiming. It wasn’t entirely clear whether I was aiming manually or if there was some kind of auto-aim, which made it a bit tricky to get a good handle on combat. That, along with a lack of strong game feel, held the experience back a bit for me.

That said, it’s definitely on a great path. With a bit more clarity in controls and some juice in the feedback department, this could grow into something really memorable. Keep going—there’s a lot to love here already!

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Thank you for playing our game and your honest and constructive critique! :)
We will take your experience in consideration and implement a better communication towards the player regarding controls!

May you elaborate what you mean by "a lack of strong game feel" ?
We would love to give players a fun but also challenging game, which is still fair. :)

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Just wanted to offer a quick thought on game feel, since it’s something that can really elevate a project from good to great. It’s about giving the player immediate, meaningful feedback when they take an action—whether it’s an attack, movement, or interaction.

For example, instead of simply destroying an enemy object on death, I added ragdoll physics, blood effects, and a sound cue. It’s still the same functionality (the enemy dies), but the feeling is entirely different. You see the consequence, you hear it, and in a way, you feel it. Great game feel is built from these layers.

If I wanted to take it even further, I could add blood spatter decals that stick to nearby walls, or camera shake on critical hits. All of these things reinforce that the player’s actions have weight in the world—and that’s what makes gameplay feel satisfying on a deeper level.

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Thank you so much for your input! Those are details we definitely overlooked.

Mostly its due to the short time-window we had, so we focused on getting the game to actually run and debug some features.

Having sound effects after defeating enemies didnt even come to our mind, nor ragdoll-physics! :)

We will see to add that by chance, if there's time and interest in further polishing this game! :)

Thank you again! Your input is utterly helpful and this means alot to us! :)