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EZ17

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A member registered 24 days ago

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Hey! I made The Art of the Handshake, a short browser game inspired by the salary negotiation minigame in Theme Park.

Drag your hand to make an offer. Your opponent can move closer, hesitate, or pull back. A deal closer to your side earns more points—but push too hard and you might walk away with nothing.

Play free: https://ez17.itch.io/the-art-of-the-handshake

I’d love to know:

- Did you feel tempted to push for a better deal?

- Did the opponent ever feel unfair?

- What made you want—or not want—to try again?

Drop your game below too. Let’s trade a quick playtest and some honest feedback!

Hi there! I’ve played through all six levels in full. Overall, I found the controls quite clear. You rotate the switches to collect items and build paths so you can move forward. The core gameplay is easy to understand.

That said, I feel the game lacks that addictive hook. Here is a small suggestion: maybe add some kind of pursuer that can block or chase the player later on. For instance, once I step onto a certain tile, something starts hunting me. If it catches me, I lose and have to restart.

Thanks a lot for sharing your prototype!

Thank you so much for your detailed and thoughtful feedback! I really appreciate you taking the time to play the build and share your ideas, including the Theme Park negotiation reference as well as your two different design directions for the game. You’re absolutely right about the current strategy being too straightforward. We will work on reworking the gameplay as soon as possible, adding more layout‑related challenges to make item placement more meaningful. Your suggestions about idle progression, obstacles, enemies, risky growth zones and AI competitors are really inspiring. We will keep them in mind during our development. Thanks again for playing!

Day 3 — Everyone is welcome to share and exchange your gameplay experiences!

I really like the 2D‑3D view‑switching mechanic, the variety of weapons, and multiple playable ships. Besides that, the game’s visuals are very appealing to me. I’m curious which engine you used for the 3D mode.

Meanwhile I’ve got a few points about the gameplay experience: First, whether in 2D or 3D, I don’t get the feeling that enemies are rushing toward me. There is almost no sense of urgency. It feels like all enemies are locked along fixed straight‑line positions. Second, every weapon feels powerful, yet I just aim at one spot and hold fire to blow things up, like hitting stationary sandbags. As a result, I hardly notice any meaningful difference between the different weapons. Third, I cannot see any visible progression or change for my ship after finishing each mission.

Overall this is a promising browser shooter. Anyone looking for a quick space‑action experience should give this game a try!

I really like the 2D‑3D view‑switching mechanic, the variety of weapons, and multiple playable ships. Besides that, the game’s visuals are very appealing to me. I’m curious which engine you used for the 3D mode.

Meanwhile I’ve got a few points about the gameplay experience: First, whether in 2D or 3D, I don’t get the feeling that enemies are rushing toward me. There is almost no sense of urgency. It feels like all enemies are locked along fixed straight‑line positions. Second, every weapon feels powerful, yet I just aim at one spot and hold fire to blow things up, like hitting stationary sandbags. As a result, I hardly notice any meaningful difference between the different weapons. Third, I cannot see any visible progression or change for my ship after finishing each mission.

Overall this is a promising browser shooter. Anyone looking for a quick space‑action experience should give this game a try!

Development check‑in, Day 2: Didn’t manage to work on the project today. My regular day‑job left me completely worn out. I haven’t made any updates. I would really love to see what everyone else is building though! Please feel free to share your games, I’ll happily go play them.

Thanks for playing the game! I've received your feedback. I will fix these issues as soon as possible, and I will reply under your comment once the fixes are completed.

Here is my planned improvement path, could you tell me whether this will satisfy your needs:

  1. Improve the attack‑judging logic for ranged monsters
  2. Revise the manual‑attack target‑judging logic

Thank you again for your valuable feedback and gameplay experience!

Development check‑in, Day 1: Great news! I have finished adapting the demo for browser play. Besides web export, I also spent time refining some of the in‑game systems. You may test the browser build directly now. More improvements are on the way in the following days.

Thank you so much for the feedback! I have completed the browser version adaptation. You can now play the demo directly in your browser on this page. I would really appreciate it if you could give it a try and share your thoughts!

Hi everyone!

I’m developing Trasoul, a junk-themed action roguelite where you play as a discarded can and build your loadout through weapon upgrades and fusions.

I’m looking for 5 players who enjoy action roguelites or survivors-like games to try the first 15 minutes. You’re welcome to stop earlier—knowing where you lost interest is useful too!

Play here: [

https://ez17.itch.io/trasoul-demo

] Platform: Windows · Free demo

Happy to exchange feedback! Share your game link, platform, and one thing you’d like feedback on. I can test Windows or browser games and share my honest impressions.

Hi! I’m EZ, the developer of Trasoul, a free Windows survivor-like where you play as discarded trash and evolve your weapons by combining imprints.

I’d love feedback on two things: does the opening combat feel satisfying, and are the weapon upgrade choices easy to understand?

The demo includes 6 characters, 4 weapon types, and 20 floors, with English and Chinese support. AI-assisted code, artwork, and text are disclosed on the game page.

Thanks for taking a look! https://ez17.itch.io/trasoul-demo