Thanks — your “NO SCORE reads like a verdict” comment made sense to me. I changed it. A zero-point row now reads “NO MATCH YET — 0 POINTS” and explains that there’s no scoring combination in the current Fate Row and that you can use your discards. If all 3 discards are already used, the message changes again to make that clear. I left out the “best reachable score” idea because I still want the discard decision to belong to the player. Thanks for catching this.
7Fall
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Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
Thanks for playing through all five rounds and for explaining where you got stuck. Your comment about not knowing whether the score was the result of bad luck or bad play really clarified the issue for me. You're not the first player to mention the lack of live scoring feedback, so that's something I'm going to address. I'm glad to hear the tile art and overall game read well. Thanks for taking the time to give such specific feedback.
Thank you for the detailed feedback and the specific Leaf/Eye/Eye example. That helps me understand the issue much better. The scoring categories are visible on the desktop layout, but I can see that the missing piece is showing what the player's current selection will actually score before committing to it. You're also the second player to raise a similar point, so I'm taking a closer look at that. I appreciate the comments about the tile feel and Daily Fate as well. Thanks for giving 7FALL a thorough play.
I went back in and used both Chrome and Widows and could load the demo. I got to the point of finding the crystal. Is that where the demo ends because I couldn't locate a crystal? Again, I do not have a joystick which would make moving easier, but even using the keyboard buttons was sufficient. Game reminds me of Mario where he looks for/avoids things so that in itself is not unique. However, I would have kept playing your game to see where it took me.
Thanks for taking the time to play 7FALL and for the detailed feedback. Your point about a live readout of the current Fate Row is interesting. The scoring combinations are listed beside the row on desktop, but I understand what you mean about having to determine which combination the current row represents rather than having the game identify it for you. I'll keep an eye on whether other players run into the same issue.
Your comments about the layout and the components section are helpful as well. I'm especially glad the push-your-luck aspect came through and that Break was “nasty in a good way” — that's very much what I was hoping for. Thanks again for giving it a thorough playtest.
I liked the tools, gathering resources, crafting and exploring. The sound effects were especially good and added a lot to the atmosphere. My biggest reaction was that I kept wanting to actually see something as I explored. When I discovered things like the Whispering Cube, the description made me curious, but I wanted some kind of visual reward for the discovery. Even a simple image or illustration appearing with discoveries would have made the exploration more satisfying for me.
I enjoyed trying the game. I didn't have a controller, which probably would have made moving my character easier. I liked having other characters on my side fighting the opponents around me—it made the game feel active even while I was figuring things out. I also liked being able to move from behind barriers and camouflage areas for protection. The sound effects were very good. Overall, I enjoyed it, although keyboard movement was a little difficult for me. Nonetheless, I think it's ready.
I tried downloading DoughBorn, but unfortunately I couldn't get the downloaded version to run on my Windows PC. I did watch the gameplay video so I could at least see how the game works. The atmosphere and pixel-art presentation look very impressive. I wasn't able to play enough to give you fair feedback on the gameplay itself.
