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Developer Questions

1. Did you get stuck anywhere?

  • Got stuck on the suppression cube level and could not progress despite restarting
  • Moved on to the Newtonian mining area but could not figure out the objective and stopped playing

2. Are the mechanics clear?

  • Clear: Blue gravity walls and activating them via switches
  • Clear: The purple path as a directional guide
  • Unclear: How to execute the suppression cube puzzle. The concept made sense but could not be applied in practice
  • Unclear: What the wrench does. Somehow progressed through early areas without it, then had it in my hand after restarting the suppression level.
  • Unclear: How to harvest Newtonian ore or identify the red zone as a hazard before dying to it. The number font looked more a 7 than a 1.
  • Overall: mechanics make intellectual sense but did not reach a point of confident or intuitive play

3. Frustrations and Jankiness

  • Gravity transitions feel sudden and uncontrolled. Being caught off guard by blue fields caused repeated disorienting screen rotations
  • This seemed to cause slight motion sickness, which is unusual for me. I'm very well acquainted with fast-paced FPS games and love roller coasters.
  • The tutorial lounge introduced multiple sodas with distinct effects, implying they would be used in gameplay. I didn't get to the point where I had access to them, so that was a bit of a let down.
  • Jump gravity feels off. The ascent and descent rates feel mismatched, with falling happening much faster than rising

General Feedback

Tutorial and Onboarding

  • I'm not a huge fan of lots of written instructions and prefer learning through play and environmental/visual teaching
    • Example: animated lights moving toward the goal could replace directional text prompts
  • Mechanics are introduced before the player has enough context to use them
  • Pacing moves into complexity too quickly. Portal's gradual, world-integrated tutorialization is a useful reference point

Feel and Visuals

  • Sudden screen rotation during gravity shifts is the single biggest issue. It needs tuning to feel intentional rather than chaotic
  • The bright cyan blue walls are visually intense and add to the disorientation
  • A more muted base palette with selective highlights could reduce visual overwhelm

Scope

  • There is clearly a lot of content across many levels and mechanics. But the foundation needs more polish before that content pays off
  • Players may disengage before reaching later content if the early experience feels bad physically or mechanically

Positives

  • The core concept is compelling. Portal's established framework makes it easy to grasp the basic idea quickly
  • The soda mechanic in the lounge was fun and playful. Worth leaning into further
  • Respawning feels fair and low-friction

Note: First-time player. ~20 minutes played. No basis for rating improvements versus prior versions. All ratings left at 3/5 as defaults.

Here's a gameplay video of my playtest session.
(+1)

Thanks so much for the playtest and video!  I realize the suppression cubes need some tuning and better onboarding.  You are one of the first outside playtesters for them, and also for the new early level onboarding, so this feedback is really valuable.  Also, I realize there is a bug that gives you the wrench way too early (from the main menu after restarting).  So that was probably confusing to get it without any context.  I appreciate you taking the time to test and write up the comments.  Very helpful!