sure, here you go
CheeseOnCheese
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Nice, appealing seagull game, here's a playtest
https://cheeseoncheese.itch.io/beach-chummers
This was really fun! I was confused at first when trying to WASD and spawning a lot of bricks. After figuring it out it was a nice platformer challenge to get to the end - the levels and progression were very nicely designed. Overall, the character controller felt great, and generally did what I wanted it to. I enjoy the game mechanic, however I was really paranoid about soft-locking myself. It would be nice to have some solution to remove bricks, whatever would play well with the game design.
Here's a playtest
I just played a battle against myself to get a feel for things. It was pretty self explanatory and seemed like it would be fun to play. Perhaps choose another color for the red balls, so they differentiate from the red/blue player concept. It took me a while to realize I could move the catapult, but didn't find a need for it.
Here's a playtest!
Found it pretty easy to figure out what to do, however it took me a second to realize I should use my mouse. Probably could have helped to require a mouse interaction within the starting garage. After picking up a few materials, it was pretty easy to see what the goal of the game was. I was a little bummed out that I couldn't control the big mech suit! Anyways, nice job. Here's a playtest
Very self-explanatory, and I enjoyed the dropping/picking up candy mechanic. I was a little frustrated only having 1 candy and being unable to buy anything at the end of a level, and it took me a bit to realize that my tape = pieces of candy at the end of a level. I was really distracted by the pentagram symbol, was wondering what it was for?
Anyways, loved the art, thought it was really fun to play
I (think) I was able to figure out what to do pretty easily: dig, get gold, buy upgrades. I found the player controller a little weird to use, especially the jump being more of a float into the air. It was also a little awkward using the shop, I wasn't sure at first that I needed to press the "dig" action to use it, and at one point it did something else inconsistent. Adding some kind of friction for the player could add a lot (danger, tool degrading, inability to dig in all directions, etc)
Here's a playtest
Really peculiar game, in a good way! Although I was able to get all the endings, I wasn't *exactly* sure about everything I was doing, but got the gist of it. It was fun to learn how worms, humans, apples, and ghosts all relate in this weird little story. Excellent presentation, sounds, and game feel.
Here's a playtest
I enjoyed the concept, art, and music. The jump mechanic definitely seemed interesting, with both the mouse and spacebar driving the distance - however after using it a bit, I was questioning why both were necessary. I was getting really frustrated getting hung up on walls, and having lots of slowdowns/bugged physics stuff happening. I loved using my tongue to press buttons. Ultimately, the character controller was feeling too clunky to fight off some frustration and I was not able to finish. Perhaps have a more responsive/faster attack animation, and give some player feedback on the jump power? The jump control scheme is indeed interesting - in fact I forgot that I could even move traditionally with a/d for quite a while, and was just hoppin along as my primary locomotion.
Here's a playtest
Incredible! So simple and engaging, had me super motivated to win, even though I had to move on for the sake of time. The character control felt great, the swaying tower feels fun and fair, and the enemy hitboxes are quite forgiving and the ramp-up feels just right. The large variety of lil binas and the collection screen at the end were extra special. Loved the sfx too, great job!
Here's a playtest
Nice execution in terms of audio, game feel, graphics, and mood! I was able to get the general game (I think?), and mostly enjoyed it more once it started speeding up. Overall, I feel like there's more room to explore a deeper game, especially with the drag mechanic being so intuitive. I felt like I wasn't able to do any additional strategy to select more than one card, cause I felt like waiting would just have the AI grab them from under me. At one point a card moved to the center of the table, and I wasn't sure why, so maybe I was missing something. Anyways, great execution, would like to see how this could get developed a bit more using things like nuanced card combinations, etc
Here's a playtest
I thought this game was wonderful. It was nice having a single-screen crafting game with a clear beginning and end. I was curious if adding some other survival things (hunger/thirst) could be fun to play with in a larger game, but I really enjoyed the simplicity as-is. I was having a bit of trouble seeing the greyed out crafting icons in the blueprints, but I figured em out eventually. Great music too
Here's a playtest
The creepy art was great. I like the setting of spoopy librarians wanting you to be quiet, and the footstep mechanic was relatively easy to pick up. I found the footstep SFX really distracting, they could have probably been toned down a bit. I didn't find the levels particularly challenging (no need to use the run). A few more levels exploring the mechanic further would have been nice. I liked the ending!
Here's a playtest
Quite self explanatory, clever use of using the right mouse button as the icon for the powerups. It was pretty straightforward to know what to do. I really liked the morphing between an envelope and paper air plane, but didn't see why I would ever want to morph back into an envelope - seems like an opportunity for a shield or something?
Here's a playtest
I was confused by the first screen, but eventually figured out what I was supposed to do. Ultimately, I might have missed something about the overall game design, as it felt like too random having to decide ingredients, when I had no way of knowing who would show up the next day. The ingredients look great, here's a playtest
I had a bit of trouble understanding what to connect, but after I figured out that the white circles were connection points, I was able to generally figure out what to do. I stumbled a bit when making some connections between the two buildings that somehow prevented more movement - but after deleting and redrawing them it seemed to generally do what I wanted. I was confused that even though the towers seem evenly spaced, some of them still don't overlap the gates as well as others, and I never really figured out what the gears did. The art looks great, and it was fun to make a little factory of carriages moving to different destinations. Here's a playtest
I really enjoyed this one. It had a nice blend of mystery, vibes, and pleasant game feel. Although I had no idea what was going on at first, the clear and satisfying UI interactions helped foster a nice space of discovery. I ultimately had trouble conceptualizing the order of things when different elements seemed to move in opposite rotations, but I'm assuming that was intentional friction. Ultimately, there could be some additional elements (or removal of some elements) to make a more compelling "puzzle", but I think this was fun enough being something to tinker around with and eventually come to a solution. Excellent job - felt like it should fit right in as-is as a mini-game in a polished commercial release of a Myst-like experience
Here's a playtest
Super fun player controller, it seemed relatively intuitive and may have not needed the intro slide (really, I just had to learn to use only left and right arrows to move). The hitboxes felt very forgiving, and it was nice to figure out that the NPCs stayed in the same location each time - which made the challenge feel a lot more achievable (even though I didn't make it to the end).
Clear vision, nice feeling gameplay, good job! Here's a playtest
I tried, but couldn't understand what was happening. I got the hint that some kind of incremental thing was happening, but the main area vs the putting area, the amount of things falling through the terrain, and balls arbitrarily moving places all had me a bit mixed up. It rotted my brain! I couldn't tell if the game was having actual errors/bugs and behaving unexpectedly, or if it was supposed to be that level of jank on purpose. Ultimately, as hard as I tried, I didn't get it.
Here's a playtest
The vampire survivor elements were pretty clear out of the gate, as were most of the traditional upgrades (health, arrow speed, etc). I got really thrown off by the arrow upgrade system, both in how it worked and how it was presented. The hitbox of the very tall player sprite threw me off as well - I kinda expected it to be something smaller/isometric at my feet. I went into a good amount of detail in the attached video around some ideas to make the arrow stuff more clear.
Here's a playtest
I was able to figure out pretty quickly that I was a firefighting robot on a spaceship, and what I needed to do. The mouse/camera control was a bit frustrating in my browser, I felt like I could only operate the mouse in the top 10% of the screen, and the bottom half was just wasted visual space: the camera could probably move up a lot to give us a traditional 3rd person perspective. It could be nice to have better feedback on the extinguisher/fire vents - the black smoke is kinda working, but having a more tangible flash, progress bar, sound effect, or anything could help reinforce "it's working, keep going!"
I didn't get too many chances to use the welding action, I might have played more if the camera wasn't so frustrating to use. The player fantasy and setting were very clear!
Here's a playtest
The intro/instruction slide was a bit much and threw me off, and it took me a bit to realize that I should feed the plates to the racoons. I never figured out how to trash a plate with food on it, and it took me a bit to realize that things going into the ghost racoon hands would be a bad thing. Other than that, I thought the puzzle aspect was straightforward, loved the vibes, and the simple colored chip system was really clear in communicating what needed to be done. There's probably a few levers to pull in terms of puzzle design to enhance things, like the sauce spouts having a longer cooldown time, and playing a bit with how the conveyor belt and trashing mechanics work in terms of reward/penalty. I really enjoyed the process of leaving an "almost ready" plate around until just the right ingredient came along. Thematically, it's confusing how the food going into the ghostly raccoon hands is a bad thing, as you'd imagine they'd love the trash.
Here's a playtest
I loved the core concept of this game, it almost instantly clicked for me. I found the deeper rules kind of confusing, but mostly from a thematic standpoint. It took me a long time to even notice the widget in the lower left. Perhaps you could prompt each day with the route rules? And maybe make the trash a bit more orthogonal (trash bags are always trash, rather than some being yellow, some being red, etc). Some of the icons on the upgrade screen weren't exactly clear in terms of what they would do, especially the hand and the eyeball.
I only noticed I could throw something when someone pointed it out to me. Anywho, I think the general setting has lots of potential, especially for a friendslop game. It could improve by being a little more explicit and video game-y about the different elements it's playing with
Here's a playtest
I wasn't sure what to do at first, I believe it was because the checkmark button was clickable. Once I realized what I needed to do, it was pretty simple to just match up the letters in order. Eventually I started seeing red/green highlights around things, but it didn't seem to have an effect and I still just had to do the same thing to solve the puzzles? Anywho, seems like you could play around a lot more with the creativity of drink making, and allow users to have the same ingredients in different sequences in the same glass, or perhaps implement more around what the highlights were supposed to mean. In terms of clarity, I was mostly confused on how to reset a glass (until I realized it could just click it), and perhaps you could have the aliens grunt or cheer after trying to serve them a drink as it cycled through each glyph, to communicate what was correct/incorrect?
Here's a playtest
I was able to pick it up quite easily and understand what was going on. Perhaps the green goal orbs could distinguish themselves a little more than the planets, but other than that - it made sense. I felt like I was cheesing a few of the intro levels by making several satellites at once (not getting all the orbs in one go), however in a later level that didn't work, and I got a little stuck. Perhaps there's someway to communicate on the goal orbs "you have to get all these in one go?" Anyways, nice little puzzle game. Here's a playtest
I enjoyed the general controller feel, and the movement style was self explanatory, I don't think you even needed the tutorial card! It would have been helpful to keep track of the stars I've collected in the UI, as after dying, I wasn't sure if I needed to go back and collect it or not. When I first started, I hit the spikes and it lagged a bit as some effect was loading in - however it felt like I could successfully squeeze in between the points of a spike, and it felt kinda cool, given I was a balloon, maybe a fun idea to play around with.
Here's a playtest
I found the camera a bit confusing, and although the UI reticle seemed fancy and informative, I didn't really understand it's purpose - as just clicking would have it shoot a really weak ball, and holding it any amount would change the reticle and camera? Anyways, I liked the squid boss at the end, and the overall idea about doing pachinko stuff in a whirlpool is interesting
Here's a playtest!




