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Hi Lordricker

I was unable to find your get feedback thread, so I will just give it to you here :) 

I have an AI agent the helps me analyse the transcript, its response is here. 

Thank you for sharing your game with me, it was a pleassure.

Cadence Blade playtest, my notes

Hey, thanks for letting me try this. I played for about 10 minutes, died three times (best run was 2:10), and ended up genuinely engaged once I figured out what was going on. The core idea of defending the castle from a hero you control directly hooked me really fast. The friction I ran into was almost all in the first couple of minutes, before I understood the controls and the flow bar. Once I did, the game felt good and I wanted to keep going.

What I liked

  • The premise lands instantly. You spawn inside the castle, you can see the healer and the blacksmith right there, and the moment you step out and there's an enemy you're already invested. I liked it from the first screen.
  • Having a hub inside the castle where you can heal or upgrade, and then go back out to fight, is a really nice loop. It's a smart spine for the whole game and I think you can hang a lot off it.
  • Once I worked out the rhythm, hitting the green part of the flow bar felt satisfying. That's the moment where it clicked for me ("oh, so the purple one is bad, now it makes more sense").
  • Two playable characters at the menu (the green-hat archer and the red knight) is a cool touch this early. I tried both, they feel different.
  • Visually it's charming. The pixel art castle, the enemies marching up the path, the little shop interior, all of it has a clear style.

Where I got stuck

  • The very first screen (Play menu) confused me. There's a "Private" toggle and a Session ID and I had no idea what either meant or whether I needed to do anything with them before pressing Play. This is a learning problem, not a difficulty one. I just clicked Play and hoped.
  • I started the game without reading the Help screen, and immediately got punished for it. WSAD plus J/K/L plus Shift plus the flow bar plus a shop is a lot to discover by guessing. About a minute in I literally said "I regret now that I did not read the instructions." The Help screen exists and is actually really clear, the problem is I didn't know I needed it before I needed it.
  • The flow bar was the biggest thing I bounced off. For a while I was attacking, seeing red, getting hit, and not understanding what I was doing wrong. I thought the purple state was something I was supposed to hit, not avoid. The realization that I had to time my second press for the green portion came pretty late, and the gap between "attacking randomly" and "understanding the rhythm" felt punishing.
  • The difficulty in the first 30 seconds felt steep. Enemies arrive fast, I die fast, and I'm still figuring out what buttons do. This is mostly the same learning problem as above, but the early enemy pressure makes it harder to experiment.
  • Inside the shop I wasn't sure how to actually buy anything until I'd died a couple of times. The Help screen explains it (J for left, K for right) but in the moment I was standing next to the blacksmith going "okay how do I buy that."
  • Quitting / restarting flow felt awkward. I tried to quit early and couldn't tell how, ended up just letting the castle die so I could get back to the menu.

Suggestions

  • Surface the controls in-game at least once on the first run, even just a small overlay on the first screen ("WSAD to move, J/K/L to attack, watch the flow bar"). Right now the Help button is the only path and players like me will skip it.
  • Consider showing what the Private toggle and Session ID do, or hide them on the first launch. As a brand new player I just wanted to start the game, and being asked to make a decision I don't understand made me anxious before I'd even pressed Play.
  • The flow bar is a great mechanic but it needs a moment of dedicated teaching. A tiny first-encounter prompt on the first attack ("press again on green for full damage") would have collapsed maybe 90 seconds of confusion for me.
  • I'd lower the early enemy pressure a little, or at least the frequency, just for the first 30 to 45 seconds. Right now you're learning and being punished at the same time. Easier start, ramping difficulty, lower frequency early on. Keep the game hard, just give people room to learn the flow bar before throwing waves at them.
  • For the punish on a missed flow press, I'd tune it down or rework it. As I said in the moment, "it feels like a lack of control, because I clicked twice and it fired." I'd rather get reduced damage on a bad timing than feel like I'm being punished for trying. Reward the green hit with bonus damage instead of punishing the miss with a penalty if you can.
  • Add a clear Quit / Back-to-menu option from inside a run. I couldn't find one and dying was my only exit.

Overall

I had a good time. The concept is genuinely fun, the loop of fight/heal/upgrade/fight is a great foundation, and the rhythm-based attacks are a smart layer on top of a tower defense, once you understand them. The single highest-value change I'd point at is the first 60 seconds: that's where you're losing players who would otherwise enjoy this. Get the controls and the flow bar across before the first wave hits, and the difficulty I described stops being learning friction and just becomes the game being satisfyingly hard. As I said at the end of my session, the game should be difficult, not how to play the game. You're really close.

Thanks for sharing it, looking forward to seeing where this goes.

(+1)

Thank you so much for your video playtest. Watching someone on their first time is always invaluable.
Definitely took a lot of notes. I have some ideas on how to help convey what to do on the very first attempt to help avoid turning away new players.

To address some of your points of confusion:

-The game is multiplayer, when you  are starting a run it gives you the session id that others can join and allows you to make it a private run.

-The flow bar idea is to simulate your proficiency with handling the weapon, figuring out the timing (or cadence, or rhythm) will basically double your dps. maybe its too much realism but someone good with a bow would be able to shoot much faster than someone just starting out.

-On the archer i added a combo mechanic, i have not added the description of it yet tho so sorry about that (not your fault). Basically the if you hit consecutive shots the arrow trail goes from white, to green (1.3x dmg), to purple (1.6x dmg). The green window does not affect the combo, (i figured that would make it too hard). If you are getting purple arrows and the green window then the archer is pretty devastating.

-Your thoughts on the balancing of the early game are really what i needed since i literally cannot test that myself (i already know how to play)
i do have spawn rate curves and stuff already implemented so its a super easy change, after watching you play i do see it gets overwhelming too early. 


I do have one question for you, could you see yourself playing it more if it was more fleshed out?

Again thank you so much for your time.