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FishyCharmer

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A member registered May 30, 2022 · View creator page →

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I played past the first boss and had a great time!

A few quick notes:

  • The bow’s wooden part blends into the background a bit, I actually thought it was her hand at first.

  • The boss fight could use its own music, and maybe an extra checkpoint or two to reduce frustration.

  • The trickiest part for me was shooting angled arrows and then sliding off, that felt tougher than expected.

On the positive side, all the effects around shooting and stopping arrows feel super satisfying. Really fun overall!

I think I fixed the discord link & fixed the bug with getting stuck on level 2. I'll look into the game getting laggy when there's a lot of things going on.

That’s really nice of you to offer! I’ve got the art side covered, but always cool to see what people are working on, feel free to share your stuff sometime!

I think the core of the game has a lot of potential, but I struggled a bit to figure out what my main objective was. That might be why I wasn’t fully clicking with it yet.

  • Getting to the action a bit sooner could help showcase the fun parts right away.

  • When I was choosing options, having fewer choices (maybe 3 instead of 6) would feel more approachable.

  • In the tutorial, I created some worshippers but wasn’t sure where or how to assign them—maybe a clearer prompt or example there would help.

  • It might be nice if the weather prediction was shown closer to the relevant location for quicker reference.

  • Some of the animations felt a little slow; I found myself wanting to hurry along so I could play cards faster.

  • Most importantly, I think having some kind of intermediate goal would help a lot. Right now I’m earning resources but I’m not sure how or why I’ll use them, which made progress feel unclear.

Hey, I gave your demo a try and I think you’re onto something really fun here, I love the unique take on bullet heaven genre! I had a few little thoughts that might help polish things up:

  • The dodge feels a bit like a teleport right now, maybe a smoother lerp animation and some VFX could make it feel more fluid.

  • The wolf voice SFX is super cute! Though it gives the game a lighter, less serious vibe, so depending on the tone you’re going for, you might want to tweak it.

  • When players or enemies take a hit, a quick effect (like flashing white or a hit VFX) would make the feedback feel punchier.

  • My own ability VFX were a little hard to see in the action, maybe brightening or exaggerating them could help them stand out more.

  • Enemies were a bit easy to avoid, so tightening up their AI or attack patterns might raise the challenge.

  • Since there aren’t XP orbs dropping like in other bullet heavens, progression feels a little different, I miss the risk/reward of going for experience crystals.

  • The kangaroos and cats look so cute! Almost too cute, I felt a little bad fighting them. Maybe scarier variants could help balance that.

Really cool work so far, I love the ideas you’re playing with, and I’m excited to see where you take it!

I updated my game based on all the feedback, especially trying to work on tuning the first boss

I tested it on my Mac using Safari and it worked fine on my end, but its probably just a specific version of safari that has issues. WebGL tends to run more smoothly and with better support in Chrome, so I’d recommend trying it there

I love the art and atmosphere, and the gun play feels great. Its definitely satisfying to kill enemies and see the score text pop up.

I struggled with the ammo acquisition though. I think the issue is that in most games I have enough ammo most of the time and acquiring it is easy, but instead here there's additional friction to acquiring ammo. I think I spent the majority of the time waiting to get more ammo, more so than actually fighting, and when I'm immune to bullets gathering ammo there isn't any tension because I'm fully immune.

I never figured out why having too much ammo was bad, or why that should be a bad thing? 

I like the idea of using blue/red to avoid bullets and fight blue/red enemies, but I wish the ammo acquisition was more streamlined so I could get back to the fun part more easily. I think it is a fun game, its just a bit too much friction for me at the moment.

Audio & Atmosphere

  • A small mouse-over sound effect could make interactions feel more responsive.
  • The art style is very wholesome and charming, it really stands out.
  • More sound effects for character actions (moving, interacting, entering home) could help the world feel more alive.
  • It might add variety if the in-game areas had different music than the map screen.
  • The art is consistently wholesome; I especially wish the cover art showcased the characters too.

Task List & UI

  • After the task list is shown/dismissed the first time, it would be helpful to either point out where to reopen it, or make it persist on screen like a quest log.
  • Being able to view the task list while planning moves would be very useful, some of my failures were because I forgot to do a task. 

Turns & Progression

  • It’s not always clear when a turn has been ended, some extra feedback/animation could clarify this.
  • The idea of turns could be made more compelling narratively (e.g., turns represent time passing, night approaching, or avoiding danger). It feels a bit arbitrary why I have to do mundane tasks in a limited number of turns? 
  • The first few levels might benefit from giving players a couple extra moves to encourage exploration.

Gameplay & Flow

  • I know there is a skip dialogue option, but it took me a while to find it for some reason, it would be nice if it were harder to miss.
  • It felt disappointing to complete the chest node and not receive a reward, some kind of payoff would make it more satisfying.
  • It’s a bit frustrating when an undo isn’t possible and the player loses, maybe more flexibility with undo could reduce that friction.

I gave this a try twice.

The first time I jumped straight into arena and tried to figure things out, and it was a bit rough. I do like the platforming and collecting all the nodes gameplay, but I think it just starts out really hard. My 2nd play through I played through the tutorial and it was a smoother onboarding but the tutorial ramped up in difficulty too fast as well. I think you want the difficulty in the tutorial to be easy enough in the tutorial that most players won't actually die. It also feels pretty punishing that the game kills you in 1 hit. 

I think the platforming mechanics feel pretty good, but I also feel like I struggle with the sliding and jumping off wall to wall sometimes. I always expect to be able to wall jump out of situations and I end up dying. 

I don't really get what the main character is, I think swapping it out for something more human, less alien would help with the appeal of the game. I think the art/execution of the game overall looks pretty good, everything fits thematically. 

There are parts in the arena when I'm moving around and collecting the nodes it feels good, I just want to get to that satisfaction more easily at first. I would really like some intermediate goal to hit in the arena to feel good about my progress. I also feel like as I progress in the arena I never get a chance to breath, its just a constant ramp up in difficulty until I die. If you did something after they clear a room to show progress and give players a break that might solve both problems?

I think if you get the onboarding experience tightened up and make the loop more rewarding then I would have an easier time getting into this.

I like the gameboy aesthetic, and the main character looks cool, so I think you're on the right track with the appeal you're going for. 

I did have a lot of trouble getting into this one because of the controls and how hard it starts out. I feel like I start out too slow, I get swarmed too quickly, I have trouble aiming, and I don't really get a chance to learn how to play before I'm dead again. I think it'll make a huge difference if you let the player learn the controls in a safer environment before you turn up the heat.

I like the idea of the incremental game loop, I think this could be neat a game, it just needs some more work on the early game to help players get into it.

I’ve been playing and wanted to share some feedback:

  • The breeding mechanic makes sense, but it might be nice if the tutorial forced a more interesting interaction to help players understand it.

  • I wasn’t sure which breeds were “good” or if I should be aiming for a certain type, some clarity here would help.

  • Tooltips are a bit hard to read; offsetting them more and adding a darker background could make them clearer.

  • During breeding, I wished I could drag one sheep on top of another to swap them more intuitively.

  • I really like the sheep art, especially how they look when being dragged! I think the more you lean into that style and appeal the better the game will feel.

  • It would be helpful to view my full “sheep deck” when looking at ribbons.

  • I don’t fully understand why sometimes I can or can’t equip ribbons, maybe that could be explained better.

  • The synergies with ribbons seems like it has potential, but right now it feels a little shallow or else I'm missing something.

Overall, I think the idea of a sheep-breeding deckbuilder is super cute, and I really like the concept. I’d be curious to see how it feels with more refinement!

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I gave this a try. The pixel art looks great, and it appears like its going to be a neat async auto battler, but I definitely had some issues.
Like others mentioned I don't know how to play and its not behaving exactly how other turned based games do so it was hard to pick up. 
I didn't really feel like I had enough interesting decisions when buying units as compared to other games in this genre like super auto pets. My first shop phase, I didn't think I could make any decisions. 

The main thing that intrigues me is its not an auto battler, and I don't know if I ever seen that before? I'm not sure how I feel about it, the idea that this ghost army is just AI driven, but my army isn't seems so odd, but maybe that's fine? I wonder if some of the problems would be solved if you just let it be an auto battler, and maybe it would be more satisfying and streamlined to just watch your army do its thing on its own? 
I think the visual appeal is on the right track, but I'd like to see the the core loop more fleshed out and explained. 

The game already feels like a real, polished project with a strong foundation. Combat is generally satisfying (even for someone who doesn’t usually enjoy this style), and moments like the slow-motion sequences stand out. With some polish and tuning, it could become a very engaging experience.

Strengths

  • Combat feels solid and satisfying, even for players not usually into this style.

  • Slow-motion sequences are very fun and rewarding.

  • Strong foundation that makes the game feel like a complete, real product.

Suggestions / Feedback

  • Starting combat doesn’t reset cooldowns.

  • First spell (fireball) cost 25 mana while starting mana was only 5, felt kind of bad that that was my first ability I chose. 

  • Ground Slam can be canceled too easily by accident.

  • Once an ability is chosen, there’s no way to back out.

  • Shops/monster loot can feel worse than starting gear, which is demotivating.

  • Boss stun duration (~5 seconds) feels too punishing.

  • Skipping rewards for money feels discouraging, compared to systems that encourage experimentation.

  • Add music to the starting scene and SFX for lobby button presses.

  • Make Ground Slam harder to cancel accidentally.

  • Allow canceling/backing out after selecting an ability.

  • Add more “juice” to combat, e.g., screenshake and extra particles for impact. Its already pretty good though.

  • Expand relic/equipment variety to create stronger run-to-run differences.

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I really like the premise a lot, it feels fresh and unique, and I think it could be very marketable. I enjoyed the tutorial, it got me into the game quickly without overwhelming me.

That said, I found myself wanting more intermediate goals and clearer feedback so I could tell if I was making progress, I was kind of struggling to figure out if I was doing things correctly or moving towards a goal. For example, after growing things on all the entrails and recycling all of them, I didn’t feel close to finishing the level. I wanted to clean up all the blood on the floor but it felt too tedious, not sure if that was a thing I should focus on? Similarly, buckets of water didn’t seem to provide enough water, which made them feel a bit tedious to interact with. I'm not exactly sure what the core-loop should feel like, but I think if you refine that and really focus on if its farming game, cleaning sim, or city builder might help refine it.

Even with those points, I think the core concept has a lot of potential. I can definitely see people finding this game really satisfying once all the pieces are in there.

Thanks for the feedback, all of it is very helpful! I did push an update to try to address some of the issues you found: being able to cheese the first boss, the big icon, and auto selecting a weapon. 

I definitely need to improve the tower visuals, especially giving them a different looking mask would go a long way, and I'll continue looking into your other feedback. Thanks again for trying it out!

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I think the game is already looking really polished in a lot of areas. The lighting is excellent, those normal maps really pop, and the wall slide feels perfect. I also love the music, it has a fun Donkey Kong vibe that works well. The upgrading mechanics are clever too, and it’s impressive how much is already thought through.

A few things could use refinement. The jump feels a little floaty compared to how tight the wall slide is, and I struggled most with trying to jump from one wall to another, especially left-to-right, which caused me a lot of trouble. The main character sprite also doesn’t quite match the quality of the rest of the visuals, which are otherwise strong. On the gameplay side, it’s frustrating when enemies damage you just by touching; it would feel more dynamic if they had attacks instead, and I wish enemies below me would stay hovering above me so I always had a chance to shoot them. Zone selection could communicate locked areas more clearly, and the score screen at the end looks placeholder, it would be great if my final rank showed faster, so I instantly knew how I did. The dynamite sequence at the end also felt a little slow. Lastly, I noticed I was getting C/D grades even while making decent progress through the tutorial levels, which seemed a bit harsh and undercut my sense of accomplishment, players probably won't want to revisit the tutorial levels so I recommend being overly generous with score. The upgrade systems are well thought through, but they feel almost mismatched in a linear precision platformer because I lack agency on what I'll do next? 

That said, the game already feels very smooth in most interactions, and it’s clear a lot of polish has gone in. Its a fun unique precision platformer.

Thanks for sharing your VOD! I got a lot of valuable notes from it and have logged all the bugs you found, especially the issue with the Armlet of the Forgotten Soldier, it was also really entertaining watching you. I’m working on an update to address these issues, though it might take a few updates to cover all your feedback lol. I really appreciate the time you’ve spent digging into the game, I think you’ve explored it more deeply than any playtester so far!

I think the opening cinematic looks really professional, and overall the tutorial is pretty solid, it gets the basics across clearly. The art direction also shines, especially with the blonde girl and the one with glasses, they look very polished.

That said, a few areas could use improvement. When it’s raining, I’d love to hear a rain loop to deepen immersion. Some sound effects feel missing, like clicks, or when characters start talking, which would add a lot of life. The music also feels a bit loud by default. For story setup, I personally would prefer either more mystery or a subtle explanation instead of the “corny” style of hand-waving time travel (“How? Why? Nobody knows”). On the art side, the redhead seems under-rendered compared to the others, and the AI use might raise questions with certain players (though I personally don’t mind). Lastly, in your first real decision (introducing yourself to her parents), the choice didn’t affect the dialogue, I think you’d make a stronger first impression by showing branching right away. Also, one line, “I thought we were going to have another trouble”, might read better as “another problem.”

That said, the game is entertaining, and you clearly have a lot of talent in presentation and style. I’m probably not the target demographic, but I can already see how this could really click with its intended audience.

Thank you for the thorough feedback, I really appreciate you trying out my game. I found your VOD on youtube and when I have time I'll watch the whole thing and take detailed notes! I'll definitely have to work on making the input with items feel better and more intuitive. 

Yeah you can pick up and move towers or any structures when you aren't in combat, that won't destroy them. You could decide to use a tower as your new main weapon or vice versa. I'll also look into the bugs you found, thanks for calling that out.

Also its really awesome that you take the time to play everyone's game, I'm sure all the developers appreciate it a lot!

I really like how polished and attractive the visuals are, the art has a great style, and the bow combat, especially the lock-on, feels really satisfying and even reminds me of Hades. The boss fight was also a highlight, with a great sense of spectacle and a cool death sequence.

That said, a few things stood out to me during the playthrough. The story and dialogue felt a bit heavy at times, I often just wanted to jump straight into the action. I also didn’t expect the character to always be swimming in the water but I guess its fine. I did almost get stuck early on trying to jump through water pools. Some mechanics could use a little more clarity, for example, the skill that causes vulnerability doesn’t explain what that effect actually does, and when talking to NPCs their portraits look so similar to their sprites that it’s hard to tell it’s part of the UI layer. The shellfish currency also felt a little odd; I kept wondering why it wasn’t just gold. With the guardian mechanic, I wasn’t sure how much it really impacted the game, it almost felt like things wouldn’t change much without it. I think the combat sound effects didn’t feel as polished as the visuals, so the two were a bit mismatched. I wish I had found some upgrades that really made me play differently. A few smaller things: it would be nice to heal after boss fights, the game not pausing when pressing escape led to me dying, and I ran into an issue where monster looping SFX got stuck after dying.

Overall though, I think the foundation is really strong, the visuals are polished and appealing, the bow combat feels good, and the boss encounters are fun.

Thanks for all the feedback I really appreciate it! I think all your points of feedback are valid, and I'll work on addressing them

Ah sorry about that issue you're running into, I'll look into it. What browser are you using? 

If you still want to give it a try there's a PC version you can download that should work.

Really enjoyed the music and sound effects — especially the little win jingle, that felt great!
I was a bit confused at first about why I’m trying to find my ghost, and the amount of dialogue up front felt a bit heavy. The “drag your friend” part also looked visually similar to the dwarf ghost, so I wasn’t sure at first what was happening.

It would also help if the puzzles were labeled somehow, so I could refer to which one I was stuck on. For example, the one with the 3 barrels took me a long time to figure out, frustrating in the moment but satisfying once I solved it!

I really like the charming visuals, especially how bouncy the cards feel, and it’s satisfying to land big combos and stab enemies with them; I also find the idea of enemies playing your card field to be interesting. On the other hand, the music gets repetitive, fights feel a bit same-y, and I had trouble understanding the heat mechanic or why I was dealing damage, which made it hard to strategize or feel any real synergy. I wonder if adding a CRT effect could enhance the presentation, and I’d love to see more variety in fights and clearer mechanics to deepen the strategy. Overall, the game has a unique and fun foundation, and with a little more clarity and variety, it could really stand out.

Thanks so much for the kind words about the graphics and gameplay, it really means a lot!

I’m sorry you ran into that issue with the jewel box and the confusion around the eye markers. I’ve gone ahead and updated the tutorial to make things clearer and help guide players through those moments better.

I really like the art and how consistent it feels, and I also appreciate how generous the game is with ammo and guns compared to Enter the Gungeon. Fighting the cores is an interesting idea as well, though it can feel a bit boring when there aren’t enemies around. On the other hand, I found the music too loud (I had to turn it down to 2), collisions against walls felt rough, and needing multiple keys to open one chest felt strange, if it stays that way, maybe showing multiple keyholes would make it clearer. I also wished shooting felt faster, especially if holding down the mouse button could fire as fast as possible. The game would benefit from a minimap and warp portals like Gungeon, clearer feedback on why the boss door can’t be opened, and a little more excitement added to core fights. Overall, the mix of cute graphics with Enter the Gungeon-style gameplay is an interesting blend, I'd be curious to see where you take it.

I really like how the game feels reminiscent of Hollow Knight in a good way while still having its own playful atmosphere, with lots of polished details, great music, and a really fun spear mechanic for crossing big gaps.

That said, sometimes throwing the spear for platforming feels a bit cumbersome, and in combat it comes across as clunky rather than shining; breaking gold ore also feels flat since there isn’t much visual feedback, and I wasn’t sure what the key fragments were for so collecting them felt less exciting. I wish the spear-platforming was a little more forgiving so near misses still let me land on top, that combat with the spear felt smoother and stronger, that ore had more feedback per hit, that dialogue prompts showed a small “E” near the arrow, and that key fragments had a clearer purpose.

Overall though, I really enjoyed the experience, the atmosphere, polish, and creativity stand out, and with a few tweaks this game could shine even brighter.

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Thanks I appreciate it :)

Hey! Yeah, there’s actually a save feature in the game, but I had to turn it off in the demo because it’s still a bit buggy. I’ll have it working in the full release so you can save automatically. The seed thing is just for testing right now, so you don’t really need to mess with it. Thanks for checking my game out

Thank you!! Glad you liked it, I think I’ve fixed that UI disappearing bug in the latest build. And yes, an updated trailer is definitely on my list, I just want to update more art first!

Thanks so much! Really happy to hear you're enjoying it and great catch on the fullscreen/UI bug. I think I’ve fixed it in the latest build, but I’ll keep an eye on that bug. Appreciate you taking the time to share feedback!

Thanks so much! Glad you had fun. I’ll definitely look into that spawn glitch and see what’s going on. Appreciate the kind words!

Thanks so much for giving it a try! I've made some updates to make upgrading towers more intuitive and harder to overlook. If you decide to play again, I'd love to hear any feedback you have!

Of course :)