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gerardtherat

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A member registered 13 days ago · View creator page →

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Thanks for coming back to test the corrected build — really glad to know the fix held up in an actual playthrough.

Also, “a hunch isn't a case” might be a better summary of what I wanted this game to feel like than anything I wrote for it 😄

The evidence-screen friction is a useful observation too. I'm going to leave it alone for now rather than immediately smooth it out — especially since, as you said, having to go back and interrogate the records again may actually be part of what makes the case work.

And absolutely — I'll come play THE STAY. Thanks for the trade!

“Moves the constraint, not the furniture” is definitely sticking with me.

I don't want a second case to just be the same five slots with different names either. If I come back to this, the case-file limit should create a different problem, not just contain a different puzzle.

And your point about the unused question at the end got me thinking. This case should stop where its evidence stops — but that doesn't necessarily mean the investigation has to stop there.

Thanks for this. You may have planted the seed for something :)

Thanks — I went back through the actual proof logic after reading this, and you were right. Both failure modes were real. The check has now been corrected and the ending only states what the submitted evidence actually establishes.

Your last point also stuck with me. I agree that this case should stop where the evidence stops — disproving Sorel isn't the same thing as proving who executed the purge.

That said, you may have accidentally given me an idea for what a later case could investigate :)

Really appreciate you digging into it this deeply.

Thanks a lot for taking the time to play it cold and write such a detailed breakdown. This is genuinely useful feedback, especially the “insufficient evidence” point and the fact that you nearly read it as a bug.

The no-cost guessing issue is a really good catch too.

Really appreciate you going this deep into it — thank you! 

One thing I’d be curious about: after those 10 minutes, would you actually have wanted to play a second case built around the same core mechanics, or did it feel like you’d already seen enough of the loop?

Hi! I'm offering three free playtest slots for indie browser games.

This is focused on the first-time player experience rather than exhaustive QA. I'll play naturally for up to 30 minutes and send you a concise written report covering things such as:

  • what I understood immediately (and what I didn't)
  • onboarding and controls
  • UI/readability friction
  • moments where I felt stuck or confused
  • pacing / moments where I started losing interest
  • audio or sensory issues
  • what made me want to keep playing

I'm deliberately testing as a normal first-time player, so I won't study instructions or try to guess the developer's intended solution before playing.

Browser games are preferred, and I won't promise to complete longer games. If you want me to focus on one particular question, include it with your link.

I have room for three games at the moment.

If interested, reply with:

  1. game link
  2. approximate playtime
  3. one thing you especially want feedback on (optional)
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I played through to Day 3 before stopping, after roughly an hour.

Overall, I found the game quite intuitive. 


During Day 1 I usually understood what I was supposed to do without much help. The first hint telling me to go to the creature to fix the bug actually felt a little too explicit to me.

On Day 2, I initially didn’t realize that the forest could be crossed to reach the castle — I assumed it was blocking scenery. Once I understood that, the objective itself was clear.

My biggest issue was movement. The keyboard controls didn’t work properly for me on an AZERTY keyboard, so I mostly used the mouse. Mouse movement works, but it felt imprecise. This became frustrating in the castle section with the holes, where reaching the small opening took me much longer than I think the puzzle itself required.

I also liked the tonal progression so far. The shifts in tone felt natural to me because they were introduced gradually rather than changing abruptly. 

Overall, the game was easy to understand and the concept felt intuitive, but more reliable movement controls would make the experience much smoother.

One additional audio note: the movement sound became irritating fairly quickly for me. It may be because it is a little too high-pitched

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Cute and pleasant presentation overall.

I didn’t get very far because I became stuck on one of the early levels and couldn’t work out how to progress. I’m not sure whether I was missing a mechanic.

Because of that, I can’t really comment on the later puzzles, but the early experience was visually charming and the controls worked fine for me on an AZERTY keyboard as well.

Hello !

Nice little reflex game. The core loop is immediately understandable and the randomized card positions help keep each run slightly different.

The audio works really well: upbeat without becoming tiring or irritating.

My main issue was readability. I found the pixel font a little difficult to read in places.

I played about three runs. After that, I felt I had mostly seen what the game had to offer because the only longer-term goal seems to be beating my own record. Some additional goal, comparison, challenge, or progression layer could potentially give players more reason to come back.

Overall, simple and pleasant to play.