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Coast City Games

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A member registered Mar 08, 2021 · View creator page →

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(1 edit)

Glad that feedback helps, about your questions:

Imo mostly 3 then 1, 5, 2, 4 in that order.

About your ideas on how to improve I like 1 the most, maybe it can even be the right click button that is kind of  standard for aiming. Having some onscreen indicators would be nice as well imo.

I think the effect you are going for is nice but the camera should be clamped to avoid going too far from the player for all the weapons not just the sniper.

Thanks for giving it a go. I will make a post on the discord when onboarding is fixed.

That's a lot of games, thanks for giving it a go.

I agree with you, onboarding and general communication of what you have to do must be improved as a priority.

Later on I would like to expand more on the sanity based lovecraftian aspect but only after the game is easy to pickup.

Hey, I will drop my feedback below:

  • I think it would be nice to control its volume (sfx and music separately).
  • The camera movements are too fast sometimes, that can be distracting.
  • The graphics a little too abstract for me to fully get into the exploring space fantasy.
  • Music is good imo, it fits well in the productivity music genre.
  • Having the option to add a full description to the task like trello would be nice. Besides it could be revealed on hover of the task cards like some deckbuilding games do.
  • It would be cool for the task to clearly affect the environment in some way. E.g. completing a task spawns a new planet or spaceship.
(1 edit)

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • The main menu feels empty.
    • Lots of options in the menues, it's overwhelming. Maybe nesting them in submenues could help (like display settings and controls inside settings menu).
    • My fans were spinning like crazy.
    • The footsteps sound too frequently for both walking and running states.
    • It's odd that the game fades to black after just opening a door.
    • The laser casts a shadow but I think it shouldn't since its made of light.
    • The hub with 3 levels feels a little odd since there is a level that is clearly a tutorial that should always be done before the other ones. I did it all wrong while playing, I started with the hardest one and it was kinda frustrating.
    • The gravity lines that hint gravity direction in a box make it hard to see the level while you are inside one of said areas.
    • I reached newtonian refinement, opened a door that led to outer space and fell down infinitely. 
  • What was your favorite moment?
    • The mechanic is interesting, I think its the first time I see this in 3D.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I wanted to more clearly understand level layouts, specially while inside a gravitational area (very hard to see the level there).
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would make it so you can see more clearly inside a gravitational zone.
    • The weapon feels too static, I think it would be cool to have some idle anim on it.
    • I think I would choose more different colors for activated and deactivated gravity panels, they feel so similar rn as they are both shades of blue.
  • What would you say you were doing in the game?
    • I was doing gravity experiments in a spaceship.
  • How would you describe the game to friends and family?
    • It's a puzzle platformer sci-fi game about making gravity experiments.
(2 edits)

Hey, I will drop my feedback below:

What was the most frustrating moment in what you experienced?

  • The guide has a lot of text.
  • I think the orders should have their ingredients in them like in Overcooked.

What was your favorite part of the game?

  • The upgrade system has potential.

Was there anything you wanted to do, but the game didn’t let you?

  • I wanted to have more agency in the sense that there were a lot of times were the character wouldn't do what I thought it should do on my click.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

  • I would improve the clarity of what you have to do by having the ingredients in the orders like overcooked.
  • Besides I think you should take advantage of point and click mechanics more. I think you should experiment with going for a more sims-like route. Programming certain actions on the player and a way to speed up that action chain by spending some item (like an energy drink, coffee, etc) would be cool as well.

What would you say you were doing in the game?

  • I was a chef taking orders from clients.

How would you describe the game to friends and family?

  • It's a point and click topdown overcooked without multiplayer.


Edit: After taking a look at the screenshot now I see that you have order queuing for the player. That's neat! I think you should show queued actions like The Sims and better tutorialize it, but imo you're in the right direction for taking this game a step further.

(1 edit)

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • The way the hand goes back to place for going idle after moving is annoying. I think it should be animated instead to avoid it teleporting so much. 
    • It won't let you absorb the orbs if you are too close to them.
    • It took a long time to load past the godot game engine logo.
    • The weapon and hand clipped through objects, I think they should be rendered into a separate layer to overlay everything besides UI.
    • Absorbing particles feel off, I would expect the particle motion to be in te opposite way since I'm vacumming instead of throwing a thing. I think some kind of motion towards the gun and a confirmation sprite/particles on succesful collection would be nice.
    • Vacum and fly sfx are too similar imo.
    • It's odd that the player moves and interacts while still being in the main menu.

  • What was your favorite moment?
    • Flying feels really good.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I would like to reliably move faster, the dash is ok but I think it is too unpredictable (burst of movement with not much control)
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would add some upgrades to how much resources you get from each orb.
    • Besides I would make it so you have to do 3/4 runs max to get to the next level.
    • More levels or a way to generate them randomly in a roguelike fashion.
  • What would you say you were doing in the game?
    • I was collecting radiation to feed machines.
  • How would you describe the game to friends and family?
    • It's a FPS where you control an intelligent polar bear that collects energy orbs for machines.

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • The way zombies reacted to my hits felt off for some weapons like punching, the bat and the pipe for instance. I feel like they should have more impact, they felt like the enemy wasn't even noticing my actions. It would be cool to have some blood splatered on hit too.
    • I find it really odd story-wise that instead of running out of the mall (he starts right beside the entrance), the player character enters the mall and puts himself in danger for no aparent reason. Besides narratively speaking having so many guns all over the place it's odd.
  • What was your favorite moment?
    • Gunplay feels really good.
  • Was there anything you wanted to do, but the game didn’t let you?
    • There were certain areas where I clearly should be able to go but there were invisible walls blocking me.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I think it would be really neat for this to evolve into some sort of gun game. Having progressively better weapons by reaching killing objectives and having to face harder enemies as well.
    • More variety in enemy behavior would be nice as well.
    • I would make scoring points more visible, like having pop up numbers or something like that.
  • What would you say you were doing in the game?
    • I was killing zombies in a mall with no aparent reason since I could leave the place from the start.
  • How would you describe the game to friends and family?
    • It's an arcade zombie killing game that takes place in a mall.

Hey, I will drop my feedback below.

  • Understanding the Goal: Do you know what you're trying to accomplish?
    • I think I have to kill insects for some kind of resource.
  • Economy Balance: Do things feel reasonably priced, too cheap, or too expensive?
    • A little too expensive imo, I dislike that I can't purchase anything after a run sometimes.
  • Upgrade Significance: Do specific upgrades feel good, overpowered, or worthless?
    • I think they feel good in general but they definitely need to show how much they are affecting my stats. It is very hard to make upgrade decision without that info, I'm just blindly guessing instead of choosing.
  • Game Pacing: Does the game ever feel like a grind or was it over too fast?
    • It felt too grindy, I stopped playing after getting mineral conductive conversion upgrade because I had to do several runs for being able to purchase a single upgrade.

Bugs

  • I couldn't follow the tutorial since I gathered only 44 resources and it asked me for 50 for an upgrade.
  • Sometimes I shot the small bugs but they took no damage.

Hey, I will drop my feedback below:

  • How does gunplay feel?

It is mostly ok, I think ammo counter is far away from action and I would like a clearer separation between sprint energy and recharging weapon feedback.

Imo the camera should be clamped to avoid it going too far away from the player.

  • How does the zombie threat feel?

If feels ok, I would like more variety than slow zombie and fast zombie though.

  • Does this game feel like CoD Zombies to you?

I think the core idea is replicated well here. 

  • What aspect to you feels the most like Zombies?

Building barricades, buying weapons, upgrades and special items.

  • What aspect feels the least like Zombies?

Camera perspective, level layout, enemy types, low depth in weapon upgrade system, being in plain daylight.

  • Other than easter eggs, perks, and mystery box, is this game missing something that makes it not feel like Zombies?

I think I feel less inmersion here because of the camera perspective and the fact that it happens in daylight with no usage of darker environments and illumination layout to generate more tension.

  • What is most frustrating?

Aiming at some zombie and losing info about your character is because the camera moves very far away.

It's odd that the zombies can go through windows but the player can't do the same.

It wasn't clear for me how much time I got left in a round and exactly how many time (second to second) I had left before a new round would start.

  • What is your favorite part?

The tension of not knowing if you will survive a zombie attack feels good.

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • Some tutorial hints go away to quickly, I think they should stay until I complete the action the're hinting.
    • Not being able to cancel shoots by right click.
    • I find it odd that the companion revives after going to next screen.
  • What was your favorite part of the game?
    • I think the art looks cool.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I wanted to sneak more for stealth kills instead of having to shoot in every encounter.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would add a stealth mechanic and/or alternative paths, I think that could bring more agency to the players.
  • What would you say you were doing in the game?
    • I was rescuing a fellow soldier from enemy army.
  • How would you describe the game to friends and family?
    • It is a pixel art top down action game about 2 soldiers vs an entire army.

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • Going to a work location without ice cream, I couldn't leave and I had to watch angry people all the time and a lot of lost money.
  • What was your favorite part of the game?
    • I think the art direction is really good.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I wanted to make ice cream but the popups were in the wrong order and it was really difficult to do what I wanted to do.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • Shorter/fewer texts in the tutorial, I want to play the game before getting so many text at once.
  • What would you say you were doing in the game?
    • I was operating and independant ice cream business.
  • How would you describe the game to friends and family?
    • It's a management game about making ice cream.
(3 edits)

Hey, I will drop my feedback below:

  • Do the mechanics and the story telling complement each other? Do they clash in some way? How?
    • Yeah, they do. I think struggling to say some things after a crash fits well and time limit feels good too.
  • Are the mechanics engaging enough?
    • Yeah it's interesting and I left intrigued by the ending.
  • Do the mechanics detract from the story?
    • I must confess that I saw longer text chains as answers that the character had to think about more so I thought it could lead to better outcomes. Because of that I kinda focused them for that without completely analyzing the other options. Other than that I feel that they complement nicely. 
  • Does the timeout fit into the game?
    • Yes, it does imo. I think it makes it feel more like a real conversation, like what happens in telltale games.

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • The camera shows nothing of what's coming up ahead sometimes and that can lead to colliding with walls or objects.
    • Having to face the chair in a specific direction to sit was really odd considering they are rotating chairs.
    • The setting was kinda off too, I find it odd that they are using office chairs in each other's houses. I'm guessing they stole the chairs from their workplaces and took them to their friends' houses 🤔
  • What was your favorite moment?
    • The general vibe and aesthetic of the game is so cool, it reminds me a lot of gba games and flash games.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I would like to have some active ability like mario kart games.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would add some rubber banding method like any mario kart game. Sometimes you are up to a bad start and you have no way to get back to the race, besides you have two players mode I guess that this is more of a party based game so I think that this kind of game would benefit from rubber banding.
  • What would you say you were doing in the game?
    • I was running office chair races in my friends' houses.
  • How would you describe the game to friends and family?
    • It's a pixel art racing game where you run office chair races with your friends. 

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • Card pickup animations after a win were slow and its initial part had too little contrast with the dark background.  Not being able to keep my shield points after a turn feels odd too.
  • What was your favorite moment?
    • Attacking other ships with lasers it's cool.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I wanted to have more space in my inventory but I didn't know how.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would add the option to skip card pickup animation (not the entire pickup phase, solely the animation).
    • Besides I think that having a damage preview as a different color bar on enemy ship hp bar would be cool to have.
    • Some popup damage numbers going during the attacks would be nice too. 
  • What would you say you were doing in the game?
    • I was managing a spaceship and improving it over time.
  • How would you describe the game to friends and family?
    • It's a roguelike deckbuilder where you are a spaceship captain.

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • The default inverted Y axis shotting and how hard it is to fly where I want to. Flying controls in general.
  • What was your favorite moment?
    • Incinerating things with a giant laser is an appealing fantasy for me.
  • Was there anything you wanted to do, but the game didn’t let you?
    • I wanted to control the ship more precisely, I couldn't get to refill energy since the ship is really hard to accurately take to a place that small as the initial landing platform. Besides I don't get why the UFO would have a landing and refueling station placed on the island, it would make more sense to have o mothership or something like that as a base imo. Also why does the UFO hate islanders so much as to exterminate them?
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would make sure the ship is super fun and easy to control. Afterwards I would work in polishing the UFO and its interactions visuals more since its the main gameplay element.
  • What would you say you were doing in the game?
    • Fighting an island population as a UFO.
  • How would you describe the game to friends and family?
    • A game where you are a UFO that wants to exterminate islanders.

Hey I will drop my feedback below:

Onboarding

At first I thought that I had to drag the cards to the timeline. Idk if the timeline concept will be familiar to non game dev players.

I didn't get what the number in the top left corner of the card is.

The amount of mechanics felt a little overwhelming.

UI/UX, Is the text clear?

Not a native speaker here either but I think it works fine.

Ease to read (not a native speaker here)?

I think sword icons should be flipped horizontally to make the icon more easy to read at a glance. The enemy is on the right and most languages reading order is left to right, because of that it makes more sense that they point to the right instead imo.

Besides I think backwards and forward movement would be better represented with left and right arrows respectively since the movement is horizontal in the game.

The turn icon reads more like a circle with an marker atm, I would suggest adding hour marks or a better silhouette so it feels more like a clock.

Stun level and stamina icons use very similar colors and the shape is not too different either, it makes it hard to differentiate imo.

Is there too much going on?

Yeah, I think so. Maybe you could introduce mechanics more gradually.

I feel like visuals hierarchy could be improved too to make all the things a little more understandable, increasing timeline size and the icon size for the cards effects could be a start. The layout feels off too, the stamina is too far away from the cards (stamina sinks).

Attack previews are to faint to be clearly noticed and the highlight animation is a little annoying with how much the color changes and how small its space is. 

I think you should work with basic UX/UI principles in mind first to make it work. E.g. reading order (up to down with a left to right scanning, like book reading), making squint tests for figuring out what is standing out more at any given moment and taking into account whats more imporant for the player at any stage of the game. Imo that's one of the hardest challenges in this information heavy kind of games.

Besides I think you should have some preset decks since it gets a little overwhelming having to create one while also testing a character or maybe the player wants to just play a match without having to create a deck.

Thanks a lot for the feedback, I have to work in showing that you can level up since most people didn't know it.

(4 edits)

Hey, I will drop my thoughts on game feel below:

  • The way background stars move in main menu is a little dizzy inducing for me.
  • I like the way camera moves towards the direction I'm going.
  • Rotational thruster sprites blend too much with the background, I think they should contrast more.
  • The trail shape when you move is shaped weirdly, also all thrusters feel kinda still. I would recommend checking other spaceship games for inspiration, e.g. (00:17 seconds mark)
  • I feel like sfx don't have enough pitch variation, they get repetitive.
  • I think asteroid explosions would benefit in having a smoke sprite to mask the transition between rock and rock pieces. Also I think it would be cool to have rock pieces to glow in different degrees of orangeish to brownish colors as if they were overheated by te explosion or something like that.
  • Rotation of scrap pieces is a little too much imo.
  • I think little asteroids should move at least a little on impact with the moving ship.
  • Imo asteroid bits after the explosion are too smilar in size and shape, I would suggest using more sprites and a little more varied sizes.
  • A wave like space distortion (like a heat wave) on main thruster activation would be really cool to have.

On a more general feedback:

  • Square shaped asteroids feel unnatural.
  • I would like the guns to lock on the closest meteor, the lock in system seems a little random rn.

Hey, I will drop my feedback below:

  • What was the most frustrating moment you experienced?
    • The progression was too low and with too much friction imo. Having to wait whole seconds for animations that are frequent hurts the pacing a lot too.
  • What was your favorite part of the game?
    • The jack in a box mechanic is something novel that I would like to see expanded.
  • Was there anything you wanted to do, but the game didn’t let you? 
    • I wanted to hit the box top door for avoiding it coming out. Besides having to manually restart each run is annoying.
  • If you you could make a wish and change, add, or remove anything from the experience, what would it be?
    • I would reduce/remove jack in a box scare/scare tease animation durations to around 1 second at most. Besides I would increase pollen and  flower colliders so they are easier to click (specially the flowers). Also wait time between clicks are too long imo for a clicker/idle game and the progression is way too slow.
  • What would you say you were doing in the game? 
    • I was revealing a world via cranking a box (a little dissonant tematically for me as I don't see a clear connection).
  • How would you describe the game to friends and family?
    • An incremental game about cranking a jack in a box to restore nature.
(1 edit)

Hey, I will drop my feedback below:

- Which Flippers feel/work better? Top or Bottom?

I think bottom flippers have more room to improve. maybe some lateral flipper in that area or some more intrincated design would help.

- Are there any elements you don't understand?

I didn't get how many lives I got left or why I'm doing what I'm doing story-wise.

- Do you want to know more about certain elements?

I don't quite get why the aesthetic has some OS windows popping out, I'm intrigued by that.

- What is your opinion on the weapon choice?

It's nice in general, I find it really odd that active items activate themselves it is general convention that the player must activate active items. I think you should find better naming if you want to go down that route.

- What is the thing/aspect you like most?

I like the custom build aspect.

- What don't you like?

I don't resonate with the purple parts of the aesthetic. Besides I would recomend making the ball pop up more and making the character frame less predominant (being the only thing that has varied colors in the scene and its size makes it pop a lot imo and distracts a bit from gameplay). Also the ball could be a little bigger or clearer to see somehow, sometimes it does get loss with all the abilities and damage numbers popping out.

Gameplay-wise I would recommend capping ball speed a little bit since sometimes it gets really fast and it becomes hard to follow. Furthermore I found it frustrating when the ball landed in the middle of the flippers with no way to save it.

- How do you perceive the difficulty?

I think it's ok. Having a way to unlock permanent upgrades after each run would be nice though.

- Is the game fair?

Yeah, It is (mostly). Huge ball speed and the ocassional ball falling right in the middle of the flippers make it unfair sometimes.

- Do you normally enjoy other Pinball or Survivorlike Games?

Yeah I do like both of them.


Overall I want to say that from all the games that I played this far this one was the first one that made me feel a strong "I will play one more" factor. It's going in a good direction, keep it up!

(2 edits)

Hey, I will drop my feedback below:

  • What was the most frustrating moment in what you experienced?
    • I feel all 3 games get too repetitive, also the difficulty doesn't ramp up enough to avoid it becoming boring after a while. Control keys instead of arrows or AD for the pinball.
  • What was your favorite moment?
    • I think the first time I saw dave animation in main menu (I would suggest removing it or changin it afterwards as it gets too predictable and time consuming).
  • Was there anything you wanted to do, but the game didn’t let you?
    • I wanted the games to have more depth to them and to become more challenging over time.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would make Dave body react in some way to the damage he is taking. E.g some bruises, damage marks or some cartoony gore like happy wheels.
  • What would you say you were doing in the game?
    • I was trying to help Dave get to the hospital in comedic ways.
  • How would you describe the game to friends and family?
    • It's an arcade comedy game about getting an injured man to hospital. 

Hey, I will drop my feedback below:

I like the concept of being a healer in a party of heroes.

My companions feel more like training dummies than a party of heroes, the don't move at all to try evade enemy AoE attacks nor use any cool ability during the fights. The same can be said about bosses, not no mention they all look the same for now.

The combat for me was mostly spamming E.

My computer fans were spinning like crazy from the main menu onwards, I find it odd since there wasn't much happening on the screen.

Game settings feel a little overwhelming atm.

I stopped playing after reaching a completely dark room with no clear goal in sight.

Hey, I will drop my feedback below:

I really like the sfx music and animations you have going on. However I think the card animations compete for attention with hint texts on hover and makes it harder to interpret what the card does.

I find it odd for the non-interactable titles that you use in some sections (e.g. deck selection and new round sections) to have the same visual language as the interactable buttons.

Some background movement and/or particles in the main menu would be nice.

I think this kind of mouse based game would benefit a lot with using a custom cursor. It could have interaction hints (via animations, color, etc) as well.

The approval goal tutorial arrow didn't contrast enough imo.

Hold button made me think I had to hold my click on it.

Maybe it's just me but I though at first that I could reach max tension meter with no problem and that only if I get past it would stop the round.

Having available buy buttons in red feels off.

Having currency closer to the costs of the things you have to buy would be nice.

Glad the feedback comes handy.

It was a big lake with floating wooden boxes, I get there after falling down from a square wooden platform that was hanging from a tree. Yeah I never noticed the vines, maybe tutorializing them earlier or making them stand out more could help.

Thanks for playing and leaving your thoughts. Adding a numbered mark system is the next step based on current feedback.

There was some text popping out but I don't remember which one.

(1 edit)

Hey, I will drop my feedback below.

Depth vs. casual gameplay: I like it being more casual but you can maybe turn up the complexity in a single aspect like having a "resurrection area" around the cursor. Then you can have upgrades to that area (size, amount of revived units, maybe some damage, cc, etc).

Unit limit & performance: what about doing what those infinite runner mobiles games do? Maybe have an "unit sink" where you can spend some of your units for a pasive upgrade or a "miniboss" unit for instance.

Hey, I will drop my feedback below:

I like the setting of the game and it feels really polished.

I think it would be cool if character sprites could have at a skeletal animation or shader going on so they are not a still image.

I would loved to play this with gamepad but I could only move the character with it.

Imo a spawn animation after player death would be cool.

- Does the first person block pushing mechanic have legs (ie. Do you think it could form the basis of a game, or is it too clunky / obscuring)

I think it could work if expanded more vertically taking more advantage of it being 3D somehow. Besides it would be great to have it paired with some interesting narrative like portal, or thalos principle, it would be too abstract otherwise imo.

- Are elements clear where they are in the game world (ie positionally)?

Boxes blend a little bit atm, there is no clear separation between a boxes when they are touching each other and that makes it harder to read.

Maybe using a pyramid or some other figure instead of a box could avoid blocking the whole camera while pushing forward.

- Thoughts on the art style

It's a little too flat for my liking, color palette is nice though. I would recommend using different colors for the elevator and the goal orbs, I don't understand why they are paired by color.

What was the most frustrating moment in what you experienced?

A lot of text at the start before even playing and I found the game very difficult as it started in a 3v3 fashion without a proper ramp up in the difficulty or a tutorial.

What was your favorite moment?

Killing enemies using tile traps. Also loved the aesthetic.

Was there anything you wanted to do, but the game didn’t let you?

I  wanted to choose my hero party from a pool of heroes.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

I would add a tutorial.

What would you say you were doing in the game?

I was killing enemies and collecting loot as a party of heroes in a dungeon.

How would you describe the game to friends and family?

A tactical rpg where you have a party of heroes exploring dungeons.

I like the super mario like jump with no air control. It makes it feel more like a real person instead of a game character.

I would like to get the option to fast forward current text to completion instead of skipping the whole cutscene altoghether.

Texture painting in the road felt a too blocky (sharp square like changes instead of more organic shapes), it breaks inmersion a bit for me.

Transparency in the character sometimes generates spooky results with the eyes and mouth of the character.

Would be nice to have some HUD indicator that I can't move the camera in the sections that you block it.

Animation blend time between walking and swimming seems a little to fast.

Inventory and dropping items hint came by before I even interacted with any item.

I stopped playing after getting stuck in a large body of water without a clear way to exit the water.

Environmental design felt a little off, there were some sections were there was no clear visual hierarchy that hinted me what was the way to go or a clear visible landmark that I knew that I had to get towards to.

Overall I think it is very intriguing, I would like to know more about the story of the dead soldiers.

  • What was the most frustrating moment in what you experienced?
    • I felt bored after 3/4 levels passed with little to no variation.
  • What was your favorite moment?
    • getting +50 combos
  • Was there anything you wanted to do, but the game didn’t let you?
    • I was expecting a roguelike deckbuilder like the page says it is.
  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    • I would make the levels more distinct to play, with some mechanical or layout variation like holes, heights, etc.
  • What would you say you were doing in the game?
    • I was making a circuit for a ball to run into and push buttons.
  • How would you describe the game to friends and family?
    • It is an arcade puzzle game based on making mazes for balls to push buttons.
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How many puzzles did you get through?

Stopped playing at level 6, I got stuck there.

Were there any cats that weren't clear?

I did't get why yellow cat was being scared in level 6 after placing it last. I think there was some rule I didn't understand.

If you used a controller (especially a playstation one) were there any issues you encountered?

I used keyboard.

What did you like most?

Cat designs are cute.

What did you like the least?

I think cat designs should reflect their mechanics better (not an artist but I think they could have slightly different emoji-like faces to express their behavior).

Imo R should be used as a restart level button and Z as your undo action button. Besides the floating things UI felt off, I would like it more if things weren't floating in a mobiley way.

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1. How is the partner command/combat, is it too complicated, frustrating (especially the partner), or controls don't make sense?

Most of the time I just ended up using my abilities and trigerring some special attack with the companion.

2. It was definitely a bare bones "tutorial", but was it good enough to understand the gameplay? Or did you need more onboarding/more specific tutorials, if you even would be interested in learning more?

I think that the tutorial should make you hit or use the required abilities toward an enemy instead of just letting you pass by spamming the prompted button.

3. Did it feel like a unique system that you wanted to get better at and figure out, or did it feel like just a basic action game with a gimmick?

Imo I already have a lot to do with just controlling my character so I used the companion like a traditional fighting game companion (only special attacks from time to time). For now I think it is a basic action game with a gimmick because I don't feel that the companion fits a main role in the game design. I feel like it could be removed and the game would be the same, I expected it to have some advantage over some enemies or that it would help me kill enemies that otherwise I couln't.

4. And straight to the point with this, would you rather just have a entirely self-controlled AI for the partner instead of commanding them like this?

I think self controlled AI with the ocassional super attack triggered by the player is a nice middle ground.

It reminded me a lot to this game https://store.steampowered.com/app/2512450/SoulQuest. It uses a Devil May Cry style combo system, I think your game has a bigger potential for something like that with the enemy bouncing you can do with your companion.

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Hey, I will drop my feedback below:

Was the game enjoyable? Could you imagine playing a longer version?

I think overall it is an interesting concept, the pixel art is very good as well. However it should have more variety and better juice to make me want to play a longer version.

Was the boss too hard/easy?

It was ok, the bombing zone was a little overwhelming and I wasn't sure if the bombs were gonna hit me or not.

What was frustrating?

I would like some "no ammo" feedback when I try to shoot with no ammo. Having some input buffering or shorter shoot CD could also be good.

The explosion shoot feels too small for all the time it takes to shoot.

I find it odd that the secondary shot is in spacebar instead of right click.

Imo the tank should not be allowed to move sideways or diagonally while its sprite is facing forward. It breaks the inmersion a bit for me.

Reloading animations feel off, I would expect some ammo movement instead of a charging blue bar.

It's difficult to know when I'm being hit with just the glowing bar, since I'm looking at the enemies most of the time.

What did you wish you could do?

I would like to destroy the buildings, vehicle trails on the ground when they move, screenshake on bomb explosions.

Having the upgrade shop available with different builds based on my choices.

Having a dash/turbo could be interesting.

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Thanks for playing. I think a lot of it comes down to not having the right flagging method atm. Maybe with a numbered flag system it will work better like in dragonsweeper.

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I really like the quantum based concept. The layout reminded me of Sonic 1 chaos emeralds minigames.

What was the most frustrating moment in what you experienced?

Movement, the game was too random imo. I didn't feel like I could do much to control the ball.

Besides the wobbling tiles made me dizzy, specially in windowed mode.

What was your favorite part of the game?

Going through walls is nice.

Was there anything you wanted to do, but the game didn’t let you?

I wanted to move the ball or influence its direction/speed somehow.

If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?

I would add something to allow moving/influencing the ball.

What would you say you were doing in the game?

I was making measurements (speed or position) of a quantum particle, like real quantum mechanics when position is defined speed is undefined and when speed is defined the position is undefined.

How would you describe the game to friends and family?

It is a quantum particle simulator with a maze setting.