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(+1)

Hello, I got the chance to play your demo as one of the streamers for FBQ!

Overall, I just wanted to say that I LOVE what you have going on so far! The set up, visuals, world building, and game mechanics feel clean and well woven together to get a very engaging game that I really wanted to explore more of. Figuring things out and poking around was a lot of fun, and I feel you have a fantastic game play loop going on with the main arcade game.

Off the top of my dome the two main pieces of feedback my co-host and I had would be;

  1. A clearer indication of health/damage maybe useful to the player. I say this towards the end of our time with the demo but even by the end I had some trouble figuring out if it was simply one hit = death, or if this was actually dependent on the enemy that hits you. Sometimes it felt like I could take 2 hits from the smaller enemies before I died and others I seemed to die on contact. Perhaps I more spelled out system, or tighter hit box, could help with damage being conveyed. I did notice that the edge of the screen got red to indicate some type of damage or enemy proximity but with how chaotic things get the information gets a little lost.
  2. Pleeeeasse add a ticker counter on the map between levels I want to see the number go up! 🥺

You can see my initial reactions and passive feedback in the VOD if you want to take a poke at it! (。・∀・)ノ゙

VOD Link:

The timestamp for Unshine Arcade is 1:09:00 - 2:11:05!
(+1)

Thank you so much for playing!! I loved watching your vod, you and your co-host are a great streaming duo.

There are some clear balancing issues I was able to spot thanks to your playthrough, so I will be working on that. Melee enemies should either not do that much damage, or not be able to hit you multiple times within a single spin attack. I think that was mainly causing your issues as it resulted in a one hit kill most of the time (but not all the time). Currently the only health indicator is the edge of the screen becoming red, but a health bar will make it more clear.

Also due the difficulty, I noticed you weren't able to get close enough to higher rarity gachas inside the levels. All gachas from the claw machine are higher rarity, so you never came across any which in turned seemd to cause a misunderstanding with the way gachas work. 

More difficult levels will have a blue (rare) gacha with a single enemy guarding it, and purple levels have a purple (special) gacha with two enemies guarding it. But during your playthrough (and all others I've seen) nobody was able to get the purple gacha simply because it's too hard and even the blue gacha is not worth the risk for most people. Those are the more crazy upgrades that will really make a difference in your runs and you should definitely be able to reach that easier. So that's something I will work on as well.

Regarding the ticket counter, keeping it secret is a conscious design choice as it makes the moment you get tickets really exciting, inspired by winning tickets in a real arcade. If you know you are going to get 300 tickets and die, waiting out the 300 ticket counter is a lot less exciting then when it's a fun surprise. I hope that makes sense. But maybe when people start playing more and more runs with higher and higher ticket counts they start losing patience for that anyway, and adding the in-map counter might wouldn't be an issue at that point so we'll see. 

Thanks again for your playtest! It will help improve the game a lot :)