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Hi, I played your game. Here is an recording of it 

I really enjoyed the game. The story telling is great. Do you even need the puzzle platforming part. Maybe the game should be only about gessing the right character feeling. When dooing the platforming it ofte felt like I was just jumping past the puzzles. Your game is good, the story telling is great, keep at it. 


If you would play my game, you can find it here: https://simenhs.itch.io/hexatown

If you could record yourself while playing it would be really helpful.

(1 edit)

Oh my goodness, thank you so much! this is incredibly valuable just skimming through already. I've  gone ahead and reworked the boss at the end, it should be a bit easier now (depending on the masks you wear). I'll watch the rest of your playthrough, take notes, and then record myself playing your game :)


*edit* you requested a playtest copy before you played, would you still like one?

Here's my review. 


I think there's a solid core premise, reminds me a little bit of cookie clicker. 

I'm a little thrown off by the smith building, I think I misunderstood what "increases production in neighboring tiles by 100%" means. 

I didn't spot any bugs, unless that was one. But I think the game could use some form of either a failure state (food as a resource, that drains over time, and if you run out, game over?) or a timer or something  to create a sense of tension. You suggested people post their high scores, but as it stands, there's nothing to differentiate between someone who had a good strategy from someone who simply left the game running. An option to replace buildings with their upgraded variants would be neat, although you can already essentially do that by removing a building and then building something better, small QoL features like that can help players better understand how to play your game. Some variety in roles each resource can serve might also be good, as it stands the main difference  between resources that I could tell was just how expensive they are, and that each resource requires the less valuable resources to be obtained. 

Solid core premise though, I think just a failure state or something that proves a player had a strong strategy could do a lot for it!