Happy to give another version of yours a go, just let me know!
Please take a moment to fill the feedback form, it really helps and takes 1 minute max :)
Thanks for playing! Try out the full alpha with much more now: https://barelyplayable.itch.io/beatbaes
The green equation ledger and boss-style accounting screen make the one-trillion-dollar debt feel like a literal battle, which is a strong visual expression of the premise.
Even with the tutorial, the number of mechanics felt overwhelming at first. I would surface the complete controls and a one-sentence explanation of the reel-to-equation loop near the top of the page. In-game, consider starting with a few simpler levels and gradually introducing each mechanic so players have time to understand the core loop before everything comes together.
It is not normally my kind of game, but the concept is genuinely creative and well executed. Good job!
If you have time, I’d value your first impression of Blade Baes. It turns girl-piloted battle mechs into a fast physics roguelike with customizable builds and one-minute showdowns. The feedback form is the best place to share what should stay, change, or tighten.
First thoughts: I really appreciate that this was made in Godot. It is always nice to see!
I played both the Knight and the Healer for about 15 minutes. Overall, I really enjoyed it. The game felt very chill, and I appreciated how the instructions were naturally integrated into the gameplay without becoming intrusive. That was a neat way to handle onboarding.
The AI party system also felt surprisingly natural. Even though I knew they were AI-controlled, the way the party moved and behaved alongside me felt cohesive, almost like I was playing with real people.
The voice acting was awesome, the music was good, and the game established a strong atmosphere right from the beginning. I am definitely looking forward to the free Steam release.
I would like an option for a little more difficulty. The cozy vibe is nice, but the game may currently be too forgiving. On the second level, I was able to run from the starting point directly to the end as the Knight. Players probably should not be able to bypass the entire map like that. Requiring them to clear the map, complete objectives, or defeat a certain percentage of the enemies could help.
All in all, this feels like a game made with a lot of thought and care. It is especially impressive considering it was created in only nine days.
I played for about 15 minutes, and first of all, I love the vibe. The UI and overall visual style are really good.
Player onboarding or a short tutorial would help. When I reached the initial character selection screen, it was not immediately clear what everything meant. Given the game’s arcade-like feel, leaving some mechanics open to discovery could work, but I would still provide players with a little more guidance upfront.
The procedurally generated shapes and their spacing could use some refinement. Since many obstacles include openings or paths through them, navigating those paths should feel like a risky but viable option, not something players should always avoid. Ideally, a skilled player can navigate them consistently, while a desperate player still has a small chance of barely scraping through and escaping. Those close-call moments would feel great.
For example, shapes like this should provide a slightly more forgiving escape route:

Regarding AI-assisted development, not sure where to start. I am a developer in my day job, so I already know what to look for and how to communicate with AI. My general advice would be to spend the time saved on coding grunt work to instead work on building game design doc. Ideally, you should be able to design most of the game on paper, or at least describe it clearly, before handing implementation work to AI. AI can also help refine the math and other design details.
Overall, this feels like a fun take on Snake.io. I could see a casual or most gamer-type people picking it up for quick sessions. I would also love to see a massive, possibly procedurally generated map that expands as more players join.
Very cool idea overall. I could offer more specific feedback depending on the direction you want to take it.
First of all, thank you so much for hosting the event, playing my game, and taking the time to write all of this out. I definitely want to see the VOD, so please link it whenever it’s ready!
You’re also one of the first people to really call out the dirty jokes and how they’re worked into the game, so I appreciate you noticing that. And yes, Blade Baes is definitely sailing in some potentially treacherous trademark waters lol. I’m keeping tabs on it and still figuring out what to do there. For now, I mainly wanted a name that immediately communicated what the game was about and got people curious enough to try it, while I make sure the game itself is actually fun and worth pursuing.
Didi is absolutely broken right now, by the way lmao. I’m glad you tried nearly everyone because all of that character feedback is extremely valuable. Funnily enough, around half of the things you mentioned have already been changed or are being addressed in the latest build, so it’s reassuring to see someone independently arrive at the same conclusions.
The single opponent for the first fight is a really good call. I think that would make the opening less overwhelming while giving players a better chance to learn the enemy personalities, names, descriptions, and quotes. Then, if they keep playing, we can open things up into the larger battles afterward.
And yes, more characters are absolutely foundational to the idea. I kid you not, my notepad already has over three dozen character concepts representing a lot of different countries. I love the international representation in games like Valorant and Overwatch, so I’ve definitely stolen a little inspiration from them there.
Good call on Didi’s voice too. I literally replaced it today because it was starting to annoy me as well. The repetition certainly wasn’t helping either.
On the artwork and AI usage, I completely understand the concern. The current alpha is partly about validating whether people actually enjoy the idea before I pour my own money into it. I have no problem investing in my own game and replacing the placeholder artwork as it develops, but I also don’t want the prototype to have fewer features, less personality, or weaker presentation than I can reasonably give it right now. Also, yes, Miyu’s bonus finger has been noted. 😂
The tops and arena presentation are something I’ve been thinking about a lot too. In fact, I’ve recently been experimenting with a 3D version of the battles while keeping the existing gameplay and HUD. I’m not deciding anything officially yet, but honestly, it’s already looking pretty sick. If you want to try that experimental build, let me know.
And hearing that you’d actually download the game to keep playing it is genuinely one of the most encouraging things you could have said.
Again, I really appreciate the time you put into both playing and giving such thoughtful feedback. I’m looking forward to the VOD, and I’d also love to connect outside of itch if you’re up for it.
Discord: @bladebaes
Oh yeah, please leave feedback if you have a sec: https://forms.gle/hrA3t6et9t2jqkXp7
I’ll try out your game as well :)
Any feedback you’re specifically looking for?
Holy shit, I am honored and grateful you played for that long! Thanks for giving it a go and including great feedback. Feel free to add me on discord @bladebaes, happy to playtest any of your games as well :)
EDIT: BTW I’m working on a 3D build of the game, would really appreciate your thoughts on it!
Playtime: about 10 minutes
The memory-based combat mixed with a roguelike RPG is a pretty distinctive idea. I like that you are taking something normally treated as a simple memory exercise and building an actual game around it. Though, I’m pretty bad at games like this so they’re usually very frustrating for me.
Overall, I think the unusual combat concept is the strongest part but I’m not sure if the mechanics are tight/legible enough yet. I would mainly focus on getting new players comfortable with it as quickly as possible.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 15 minutes
There is a lot here for a demo, and the pixel-art Souls-like presentation has a strong identity. The world feels cohesive and there seems to be enough combat and progression depth to keep experimenting.
Overall, this feels much further along than a lot of demos I have tried. I would mostly keep polishing clarity and accessibility around the existing systems rather than dramatically changing the core experience. Tightening the core game loop would be my top priority if I was building this game at least.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 15 minutes
I like the combination of a simple matching puzzle with the late-night convenience-store theme and customer stories. It gives a familiar mechanic a more specific identity.
Overall, I think the cozy presentation and simple puzzle loop work well together. I would keep the experience very readable and approachable as the stages become more complex. Easy understanding is very important to me for cozy games overall.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
I think what I really mean is the pacing of the animations in general could be a little faster. The curtain opening at the beginning feels a bit slow, and the scene transitions also drag a little.
The menu buttons could use more obvious hover/click feedback too, just so it feels more responsive when you interact with something. Little delays like that can add up and make it easier to lose attention.
I’m also running into a pretty frequent bug where I get stuck on a black screen after clicking Play and choosing the first game mode. It seems to happen about every other time.
I’m on Chrome on Windows 11.
I was trying to jump back in and give better feedback on the masks, but I keep hitting the black screen issue so I can’t really get far enough right now.
Playtime: about 10 minutes
The classic arcade shooter inspiration comes through immediately. It feels very focused on delivering that older arcade experience rather than trying to reinvent the genre completely.
Overall, this feels like a focused tribute to classic arcade shooters. I would mostly keep polishing readability and progression so the simplicity stays approachable while the later rounds provide the challenge. Fleshing out the core game loop further would be a good use of time too.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 10 minutes
I think the core concept is interesting, but the current browser experience created too much friction for me to really settle into it.
Overall, I think there is an interesting idea here, but I would focus first on making the browser experience reliable and then deciding how much you want this to be an interactive experience versus a more traditional game.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 5 minutes
The hook and concept seem like they could be interesting, but right now the experience feels underdeveloped and it was not very clear to me what I was supposed to be doing.
Overall, I think there is an interesting idea here, but I would focus first on visual consistency and clarity of the core experience. A cleaner UI and a more obvious player goal would make a big difference.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 15 minutes
I like the survival horror direction and the atmosphere you are trying to build. The prototype feels focused, but there was one opening presentation choice that confused me quite a bit.
Overall, I like the aesthetic you are going for. I would just be careful that atmospheric ambiguity does not become technical ambiguity. The player can wonder what is happening in the story, but ideally they should never be wondering whether the game itself is working.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 10 minutes
Very simple concept, but it works well for a quick physics puzzle game. The goal is immediately understandable, and the colorful toy-box presentation fits the gameplay nicely.
Is the core stacking loop fun?
Yes. The physics are satisfying enough that placing and balancing the objects feels good.
Did you want to keep playing through all 8 levels?
Yes. The short levels and quick resets make it easy to keep going.
Would you play more levels if there were more?
Probably yes, especially if later levels keep introducing new shapes or slightly different challenges without overcomplicating the core idea.
Overall, this is a clean little game that understands what it wants to be. I think the simplicity is a strength here, so I would mostly focus on UI polish and keeping the controls immediately intuitive.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 10 minutes
I like the combination of store management and delivery routing. The concept makes sense quickly, and there is enough going on that I can see the planning side becoming satisfying once everything clicks.
Overall, I think the concept is solid. My biggest focus would be making the onboarding and interface easier to scan so the player can get into the management and routing decisions without having to work as hard to understand the screen.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 20 minutes
I like the core idea. The incremental city-building loop is easy to understand once it gets going, and there is enough placement and progression strategy here to make me want to experiment.
Overall, I think there is a solid foundation here. I would mostly focus on getting new players through the first few minutes more smoothly so they reach the more satisfying part of the loop faster.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)