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(2 edits)

I did the tutorials. I also tried a little bit of the campaign mode. I didn't spend too much time on that since it was mostly levels I played in the tutorial already. I didn't have anyone to test out the multiplayer features.

Spirits

It took me a moment to realize I needed to keep the cursor at the red circle. The tutorial text mentioned the red circle, but you might rephrase the text to make this more clear. Once I figured that out, flying around felt fun. 

I didn't understand how to get past the purple laser on the "Deadly Beam" level.

I didn't understand what the point of the "ghost" rocket was. I feel like it had something to do with bypassing the beam, but I didn't figure it out.

Neon Swarm

Brings me back to playing the old-school Lemmings games.

I didn't care for doing the Mosh Pit level. Having to get just the right spot for the swarmers to build the stairs wasn't fun. I think requiring that kind of precision can be frustrating for a more puzzle-focused game like this. The level, Mine Barrier, had a similar issue. Having to redo the level because I didn't start building the stairs in the right place wasn't very engaging.

I was a little confused about the game asking you to place "triggers" at first, but I soon realized a pop-up appears when you click on one of the abilities. Though, maybe you could draw attention to it more so people don't easily miss it.

Serpents + Pilots

I can't really comment on these too much because they seem to be intended for multiplayer and I didn't have anyone to play with. Do you plan on adding single player variants of these? I skimmed through your dev long but didn't notice it mentioned anywhere. 

Overall

I think the game, for the most part, does a good job of tutorializing the first two mini-games. Besides the few points I noted above, I found myself learning the games quite easily for the most part.

There seems to be a bug with the name change tab. I wasn't able to type anything in at first. I refreshed the game and was able to get it working. But it might be worth looking into.

The individual games seem to be competently made, though they seem to be mostly clones of older games without much to make them stand out on their own. It would help to add some sort of variation or twist on the games to set them apart from their inspirations.

Overall, nice job on the game and building the online features and such. If there's any content I missed, let me know and I can give the game another try.

(+1)

Thanks for your testing and feedback! (I actually wrote another post replying to this before, but it seems to have gotten eaten by itch. :/)

I also tried a little bit of the campaign mode. I didn't spend too much time on that since it was mostly levels I played in the tutorial already.

So yeah, the first levels in the campaign do just repeat the tutorial, but then it does move on to some new levels.

I was kind of intending for the campaign to replace the tutorial, but I'm not so sure about this plan now, and then if this doesn't replace the campaign I will need to separate out the levels and avoid this kind of repetition.

I didn't understand what the point of the "ghost" rocket was.

The ghost rocket is all about multiplayer, essentially.

You control the ghost rocket directly, with immediate visual feedback to your control actions.

The rocket with a coloured in circle then follows along the same path some frames later (15 frames by default = 1/4 second), and this then shows network synchronised state. This network synchronised rocket is then what actually interacts with things like switches, doors and enemies.

This is not actually needed when you play single player, and I should probably look into removing these delay frames when you play single player, I guess (although this will then make things feel and play differently in the two modes).

I feel like it had something to do with bypassing the beam, but I didn't figure it out.

Yeah, it makes perfect sense to look for some reason for that ghost mechanic, actually, given that this is not explained to you, and that there is actually *no* reason for this in single player. It's a shame this worked out as a kind of red herring, and got in the way of working out the beam puzzle. :/

I didn't care for doing the Mosh Pit level. Having to get just the right spot for the swarmers to build the stairs wasn't fun.

So this is actually what the trigger mechanism is all about. But most people don't understand this when playing that tutorial and this obviously needs to be communicated better. I'm then thinking that it could be good (and relatively low effort) to just add some images (e.g. bits cut out from screenshots, with highlights) in with the existing text explanation for the tutorials.

[Serpents + Pilots] Do you plan on adding single player variants of these?

Yes.

Serpents is already something that is *possible* to play single player, with the goal of getting the most tail banked in the time limit, to get a place on the high score table, but this is much less interesting than Spirits or Neon Swarm single player because it lacks some kind of puzzle + completion condition. (Actually, I just realised this is the key point, as I was writing this response, and then a good next step for this game can be to add this kind of element, then!)

Pilots is the most interesting game with respect to multiplayer architecture, in a way, because it solves the problem of immediate feedback to the local player + synchronised simulation after network delay in an interesting way that *doesn't* require rendering the ship at separate local and synched positions, but this mechanism makes things tricky from a game design point of view. I should definitely extent this game in ways that make it more interesting for single/co-op play then, but it just requires a bit more thought.

There seems to be a bug with the name change tab. I wasn't able to type anything in at first. I refreshed the game and was able to get it working. But it might be worth looking into.

There was a problem with some controls (including text entry boxes) not working when in full screen mode, which sounds like what you report there, which is fixed for the next version. (Thanks!)