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gamefang

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A member registered Apr 03, 2019 · View creator page →

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Sorry for leaving your game so quickly, but I think your concern is justified. I couldn’t figure out what to do or how to do in the first 5 minutes, there was too much information scattered everywhere, with no clear sense of what’s important and what’s not. In my opinion, you could hide some of the less critical elements at the start and reveal them gradually as the game progresses. The UI could also use better organization to help players know where to focus.

Oh, this is where I stopped, hope it’s helpful to you. image.png

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I’ve cleared the demo. I’m a hardcore fan of grid-based tactics games, and this combination of authentic chess-like movement is incredibly fresh. The shared buff selection each round is a standout feature, and the various characters and overall combat flow are engaging. I just played through in one sitting.

Here are some thoughts or bugs:

  1. Character selection at the beginning needs clearer role indicators: melee, ranged, support? or which chess piece their movement resembles (rook, bishop, knight?). Otherwise it’s just blind picking.

  2. End Turn actually means “save energy and proceed to next round.” It needs clearer explanation to avoid being mistaken for a mandatory “finish your turn” button.

  3. Characters with remaining energy need UI indicators. The “restore 2 energy points per turn” mechanic also needs to be explained.

  4. During player turns, enemy movement and attack ranges should be clickable or hover-previewable. Memorizing every enemy pattern is unrealistic.

  5. Dice rolls may conflict with damage randomness logic. I rolled a 20 but only dealt 11 damage, it was confusing. Showing dice values doesn’t feel essential, removing them entirely might actually be clearer.

  6. [Bug] Life Steal tooltip shows “25” without the “%” symbol. Seems all percentage tooltips have display issues.

  7. [Bug] When already having three cards later in the game, choosing “New Card” costs money but doesn’t open the draw interface.

For a full game, I’d suggest expanding beyond this core loop some meta-progression: upgrades, or story elements would strengthen replayability. I’ve always considered grid-based tactics a niche genre, but the recent explosion of Mewgenics proves its vitality. I’m confident your game will make a strong impression too!

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

Your observation is very sharp. Although the themes are completely different, the gameplay experience I’m aiming for is actually quite similar to Stardew Valley. I only realized this midway through development.

The issues you mentioned are indeed the biggest problems right now. The game objectives and reward design need to be restructured. Thanks for your feedback, feel free to reach out anytime if you need me to test a new version of your game!

Thanks so much. The game works but isn’t fun: you’ve pointed out the most important thing, I believe it’s not just your opinion. I need to completely rethink the target system, that’s maybe where the deep issue lies. This really helps! Best of luck with your game too, I’m always ready when you need further testing.

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Ah, I tried it again, both drag and click work. Sorry for not noticing that before. For the click method, I think you could add a highlight effect on the item when selecting. That might have been what confused me.

And thank you so much for your feedback. It’s important for me as I think about how to balance the idle gameplay with the story.

This is a very polished game in all aspects. The visual and audio presentation is excellent, and both the roguelike gameplay and the Pokémon-style creature-catching are compelling enough to make me want to keep playing.

A few nitpicky suggestions for your consideration:

  1. Currently, using the Taming Fly requires clicking the item first, then clicking the monster, then holding and adjusting to tame. This feels a bit cumbersome. Personally, I think taming could start immediately upon clicking the monster, saving one click.

  2. The item selection UX has room for optimization. When selecting a target, I suggest highlighting the current item icon. Also, since your UI already supports dragging, I think items could be drag-based too for a more unified control scheme.

  3. A more “player-centric” opinion: after catching the tadpole at the start, I kept wondering if it would evolve into a frog after leveling up. I feel like that kind of progression is something I’d look forward to—you might want to consider it.

All in all, I think your game has tremendous potential. With more items, frogs, and skills added, it’s bound to perform very well.

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

The gameplay and visuals are very cool. I think the mechanic is simple but interesting. A few things I think need to improve:

  1. Sometimes the dice roll too slowly before stopping, almost like they’re not on earth. The wait gets boring, you might want to check the physics.

  2. When I focus on a die on the right side, the camera zooms in, which isn’t helpful because I can’t see the others. I just wanted to check that die’s ability, so a tooltip would be enough.

  3. Choosing a die, then choosing direction and power, doesn’t feel very intuitive. I’d prefer to just drag the die and throw it onto the table, like in real life. You could calculate the velocity on mouse release, which I’ve done similar in my game, I can help you if needed.

  4. Sound effects are really important, like others mentioned.

Hoping your game is as cool as Balatro.

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

Hi, it’s a nice game prototype. I can imagine the full experience once it’s complete.

I think you need to give players something to do while waiting for values to grow, especially in the beginning. Other than that, I think everything is very well done, it just needs more time to finish and more interesting elements added.

I recorded a video here: https://drive.google.com/file/d/1M4JJvLVMmzh3NAOeValJShQeFvtVSyuu/view?usp=sharing

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

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Hi, I’ve played Clash Royale for quite a long time. Your game shares some similarities with it, and I find the gameplay interesting. The balance seems fine so far, and here’s what I think could be improved:

  1. The stat and skill differences between units feel a little similar. Maybe the gap widens later on, but I believe some of that should be shown early on, otherwise the appeal suffers.

  2. I couldn’t figure out what the unit colors mean. Why is pipi kiwi blue, for example? The various icons on the UI need a rethink, make them clearer and more intuitive.

  3. Upgrading could be improved. The stat growth could be more substantial, and the visual feedback needs strengthening. Right now neither aspect feels particularly satisfying.

  4. The overall visual experience needs strengthening, including battle scenes, effects, and UI presentation. Since players will inevitably compare your game to Clash Royale, expectations run high. Of course, you could go for a differentiated, unique, and more economical style instead—but not the current somewhat barebones look.

The game shows solid potential overall, but there’s still a lot of balancing work ahead. Keep at it!

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

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Hi, you don’t need to worry about linux, I tried your windows version in Wine, so that explains the weirdness. The good news is I play all unity games successfully on linux, so you can export a linux version and I’ll try again, including the WSAD issue.

The choices I mean is all the settings before battle, I know they are necessary, but it just felt like it took a little too long, and I wasn’t sure if my choices made sense.

Hello, I played for about 20-30 minutes. The visual presentation of your game is outstanding. Here are some issues or thoughts:

  1. I first tried the game on Ubuntu, but it got stuck on the telemetry popup at the start. I couldn’t close it at all (tried every keyboard and mouse button). Very strange, and I switched to Windows after that.
  2. There are too many choices before the real gameplay begins. With zero knowledge of the game, players can only pick randomly. I’d suggest streamlining the first playthrough—fewer choices, but jump straight into an engaging yet simple combat sequence as the tutorial.
  3. I’m not sure if WASD does anything. I pressed the keys but my ship didn’t seem to move.
  4. The ship assembly mechanic, similar to inventory management, is quite interesting. I think focusing more on this system and cutting some of the unnecessary mechanics could yield better results.

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

It reminds me of a game: Perfect Vermin. Your game builds a great atmosphere with a clear objective, but I think some interactions still need polish.

  1. I didn’t realize my bare fists could break doors. A big hammer would feel more intuitive, and you need sound effects to distinguish what can be broken from what can’t.
  2. “Click to smash” isn’t covered in the control tutorial, it should be added.
  3. Having separate buttons for “click to smash” and “E to collect” can get confusing. If this is the gameplay where players need to press the right button, better add distinct sound effects or visual cues to tell them apart. If not, consider merging the two into one input.
  4. Consider adding a prompt at the very start, to tell players they need to find files, so they don’t assume the goal is to escape the room(the Backrooms movie is so popular lately).

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

Hi, first off, I don’t think any platformer is truly cozy at its core, the point is to make you nervous and excited. Your game is playable, but it didn’t really excite me because I could just stroll comfortably along the bottom ground, collecting coins which not dangerous. My advice would be to remove the bottom ground entirely, and you could try adding some randomization, like varying the destination position, enemy or platform size, etc.

If you’re interested, you can try my game—it’s cozy: https://gamefang.itch.io/tramp-become-president

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Hi, I tried your game but got stuck, the granny just kept playing cards over and over, and I couldn’t figure out how to progress. I really like the sorcery mechanic though, and I’d love to try it again once it’s fixed.

Feel free to check out my game if you’re interested: https://gamefang.itch.io/tramp-become-president

Hi everyone!

this is my new game, Tramp: Become President, a dark comedy resource management game.

In addition to resource management as its core gameplay, it also features a desktop companion, crafting, sandbox, narrative, and light roguelite mechanics. The overall experience is designed to be fairly relaxed, and it currently takes around 30 minutes to reach the current milestone (the quest to earn $6000).

I’m mainly looking for honest feedback on the gameplay and first-time player experience. If anything feels confusing, frustrating, boring, poorly paced, or simply not fun, I’d really appreciate hearing it, and I’m open to all criticism.

I’m also very happy to exchange playtests with other indie developers. I’ve released two indie games on Steam and have been making games for over 10 years, so I’ll do my best to provide thoughtful and constructive feedback on your game as well.

Thanks in advance, and I look forward to playing your games too!

https://gamefang.itch.io/tramp-become-president