cool idea - creepy and startled me with the first jump! Well done!
Was impressed with the intro video's quality and coherence however it probably could have improved from some trimming down.
Exe - thanks for the kind words, and yeah - was a blast working on this one, and I'm still very much planning a fuller V2 very soon on bossfeed.fun - currently that site is my edutainment daily puzzle stuff, and hoping to add some of the feed gamification as much as able! Will see lol, but I'm so glad these mechanics are resonating, and it's great encouragement to keep building!!
This is a fun one! I love old school dungeon crawlers like Nethack and I just felt that a few quality of life changes could have been added to make it a little smoother. If I bumped into the down staircase, it immediately had me descend and similarly the combat was a bit confusing when I encountered groups (where other units hitting me?). But overall a nice lil game :)
This is fantastic feedback and good catch on some of the unity stuff that we struggled to pick out -- will definitely take and extra look at those visual pieces and make updates! And yeah - I think I'll be starting my "fix it quest" pretty soon here! Thanks again for taking a look and the great insights!!
Another great game from feedbackquest - this game has some cool ideas, but is definitely showing the signs of being early in the dev process. It's a cool project, and I think if the developer focuses on giving the game something unique to engage players and makes the mechanics "feel" great, this could be something to keep an eye on!
Video review here:
Thanks for the feedback and taking a look! Definitely still need to update a lot of art for sure, and good feedback on the mechanics / clarity. We've wavered back and forth between more and less tutorial, and this definitely seems like we prob need to make a few adjustments and updates to ensure we're communicating clearly how things work.
And great feedback on getting a notification for high-level vault monsters - it honestly didn't even occur to me and will definitely implement when I'm able! And yeah - it sounds like a few of the controls on PC are acting up a bit - will definitely try my best to add some extra polish and clarity there for sure.
In any event! Thanks for the feedback and taking a look at the game!!!
Just tried for feedback quest - love the interesting mix of genetics/little alchemy and "balatro" style playing. At least in the first "breeding" phase there's probably good opportunity to highlight the "potential outcomes" view cause that seems to carry the most "gameplay info" but it's a little hard to see among the other ui.
It took me a bit to figured out how to equip items, and since the "show" mechanics were a little tricky, I wasn't super sure what my goal was. Do I want lots of rare sheep? Pairs and combos? Or does having variety matter? I do like the sound fx feedback you're already implementing and it made the shows feel really exciting. I'd just say a bit more clarity around what each sound and "score breakdown" moment in the score view means might help.
I sadly failed on my third show, but I did find myself wishing I could breed more sheep during the planning phase (that sounds really weird now that I write it out), but yeah there's probably also some untapped humor around the subject matter as well. But overall, I think this is heading in an awesome direction. I'd keep exploring how to make the mechanics a bit clearer -- this seems like it would be really engaging to interact with if I knew the consequences of the decisions I'm making in the planning and show fazes a bit more clearly.
Just tried for feedback quest - love the interesting mix of genetics/little alchemy and "balatro" style playing. At least in the first "breeding" phase there's probably good opportunity to highlight the "potential outcomes" view cause that seems to carry the most "gameplay info" but it's a little hard to see among the other ui.
It took me a bit to figured out how to equip items, and since the "show" mechanics were a little tricky, I wasn't super sure what my goal was. Do I want lots of rare sheep? Pairs and combos? Or does having variety matter? I do like the sound fx feedback you're already implementing and it made the shows feel really exciting. I'd just say a bit more clarity around what each sound and "score breakdown" moment in the score view means might help.
I sadly failed on my third show, but I did find myself wishing I could breed more sheep during the planning phase (that sounds really weird now that I write it out), but yeah there's probably also some untapped humor around the subject matter as well. But overall, I think this is heading in an awesome direction. I'd keep exploring how to make the mechanics a bit clearer -- this seems like it would be really engaging to interact with if I knew the consequences of the decisions I'm making in the planning and show fazes a bit more clearly.
Great feedback and yea - balancing audiences is something we're still working on improving. Our thinking is to have a paid "steam" version that just lets you walk around anywhere and play through the deckbuilding and story where if you play on mobile you can do the normal mobile microtransaction stuff.
You're 100% right tho - it's a TOUGH balance to strike and I don't think we've nailed it quite perfectly lol.
Appreciate the feedback tho, since we're still trying to figure out the best way to share this one around and hopefully encourage everyone to live a bit healthier!
But yeh - def need to do a bit more polishing on ui and thanks for calling out some of the things that were blockers. The "pick" button on rewards screen def struggles right now lol.