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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Wow, this is a cool game! It made me feel so dang smart! I'll admit I didn't get much into the condition symbols and instead just focused on trying to do the ascends, but once I started to understand what I was doing it just felt so dang good!

That said, I'll admit that it took me a while to understand what was going on, particularly with fuses. I didn't understand how the fuses worked at first. It took me a while to realize that what fuses did was always output something that the two fused pieces didn't have while retaining whatever they shared. This might have been explained in the tutorial, in which case I think the tutorial should expand on it more by making the player do more of it so they can observe multiple times what's going on, letting them see multiple fuses to better establish what's going on. Otherwise, I worry it can get lost very quickly.

There are two other things I think would be beneficial for the game. First, the player should be outright told that they can only have one of each full piece type, which I'm going to refer to as cards for writing simplicity. I had rounds where I'd be drawing the starting cards, only for one card to just poof away into another and for me to draw a new card. I didn't understand what was going on. It wasn't until I was starting to figure out fusing and ended up fusing a duplicate, which then immediately was absorbed into the first one, that I realized what was happening. I assume the reason behind this is because if players tried to fuse those two, they'd come out the same. So making it obvious to the player that you can't have duplicates would help a lot. To go with this, any time the player draws a card and it's a duplicate, there should be something to inform the player that they got a duplicate and are getting a new card.

Another thing I'd like to see is a function to sort the cards you have. One thing I was repeatedly doing while playing was manually sorting them to keep colours together before ordering them by number and then shape. This helped me better grasp the cards I had and allowed me to think about the combinations I could make. Along with a sorting option, you could also put in a Shuffle button that puts the cards in a random order for those who would benefit from that sort of function.

Other than these things, I got nothing. This game is really solid and I want to play more! If I was ending my stream right now, I'd be doing that!

Thanks! I’d love to see the VOD. It’s my first time seeing live reactions to my game, and it’s been incredibly valuable.

The game does have a rules screen that explains sets and fuses with limitless examples, but I’ve realized that most players don’t engage with it — which is on me, not on them. I tried to keep the tutorial compact, yet it’s still causing issues. Based on overall feedback from this jam, a level-based system that guides the player through the key mechanics seems like a sensible direction.

Not mentioning the duplicate card rule was more of a deliberate design choice — there’s a talisman that lifts this restriction, along with associated achievements. That said, your point about making it clearer still stands.

And yes, watching others play made me realize that sorting features are needed. Thanks for calling that out.

I’m really glad the game left such a positive impression. Looking forward to the link to the recording!