Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

GlimMusic

98
Posts
2
Followers
3
Following
A member registered Dec 11, 2020

Creator of

Recent community posts

Hello Neat Games!

Firstly, hats off to you on pulling this off solo! I quite enjoyed the way this game plays. Onward to the feedback!

Gameplay/Story:

  • Pretty straight forward premise at the start which at the same time you planted the seeds for more to come with the demo. I look forward to seeing how the game progresses and if it meets my anticipation.
  • The spear mechanic is great in combination with the acorn mechanic so far! It makes me wonder what more you have in store for the games progression as the world expands in complexity as well as secrets to uncover.
  • I did notice that the first area left little to no teasers of future mechanics, such as currently unreachable paths and sealed access points, if there are any more mechanics to see later in the game, I would include some hint of this in the demo as it helps players to know that there is more to come and helps build excitement and curiosity.
  • I ran into a glitch where I died and the game locked up. here's the VOD. If it doesn't skip to the right spot it's 1:48:20 https://www.twitch.tv/videos/2564528724?t=01h48m20s

Audio:

  • The existing sfx sounded good for what I heard but I felt that a lot of audio was missing from the environment and traps. As an audio person myself, my rule of thumb is that everything that moves could have sound. It would be nice to hear sounds from the statues, gears, the electrical traps, the spinning saw blade, platforms and even more from the creatures.
  • I felt the intro sequence lacked audio to fit the action and urgency of the situation and left it feeling less excited than I could have about getting into the game.
  • The biome music was fitting and added to the anticipation but there were some off moments in the music that sounded jarring and broke the mood. I think it is something that comes with AI tools at it's current stage, which is unfortunate. Still amazing coming from a solo dev though. If you'd like to talk more about adjusting the music, feel free to reach out! The game has a lot of potential and opportunity for a wonderful OST that I hope you will eventually seize it. 

Visual:

  • As a colorblind player, I generally don't judge visuals like most other do but I approach it from whether or not I as a colorblind player can enjoy your game. From what I saw, there was nothing that affected me negatively or prevented me from enjoying your game. The background did not clash at all with any of the gameplay content. If you ever want someone to test out the visuals for colorblind accessibility I'd be glad to give you some feedback!
  • Everything from the artwork and appearance of text, both dialogue and map titles, felt professional and clean.

Other Feedback:

  • I'm not sure if there was any purpose to the heal mechanic allowing you to stay charged as opposed to just healing you once it hits maximum. I felt that mechanic could be smoother.
  • For an action game, I don't like to usually see solid and straight life bars because then I'd need to observe and pay closer attention to the number of health remaining or make a guess based on how much life I have left. Like Zelda, Hollow Knight, and Ori. Although Metroid itself does use a bar, I prefer how games like Mega Man at least have visible divisions on it. Nothing game breaking but something I figure I could suggest since it doesn't look like you are dealing with large health numbers in the game.

Overall, I really enjoyed the game and hope to get a chance to play the full game!

Thank you for your time and for all your efforts in creating an entertaining game for us to enjoy!

Regards,
- Glim

Hello C0rn Soup and Diia Del!

This was a really cute take on the object find genre that I was able to appreciate! Here's my feedback

Gameplay:

  • The placement of the objects in the game were quite fun and playful while not being out of place.
  • Stage progression is a little hard to judge with just 3 stages on the demo and I wish it were maybe 1-2 stages longer to give an idea of how stages might progress as the game advances.
  • Since the items did not change location on a second playthrough, this limits replay value but it does keep the items in their great hiding spots. I feel like this is a good thing though as puzzle games like "The Room" also have limited replay value but it is a large part of the charm. Other games of this genre that randomize placement, start to feel gimmicky.

Audio

  • The music in the menu was cute and simple and honestly I was looking for more of that in the actual stages.
  • The sfx was nice sounding and added to the charm and feel while complimenting the visuals.

Visual

  • The artwork was great and really cute, I feel like this carried the game the most. As a colorblind player I typically don't comment too much about visuals as my handicap doesn't really allow me to be a great judge of quality but I was able to play the game and appreciate what I did see. For us colorblind players, being able to play the game and feel like nothing ruined our experience is our priority and this game was fine in this regard.
  • I especially liked the stage where the image was turned a few degrees, it was fun and made it feel like we were looking from a different perspective. The stage had me turning the head quite a bit and chuckling at the fact.

Other Feedback:

  • I liked how the items on the menu were interactable, I wish there were more objects in the game that reacted similarly!
  • I know there is only 10 stages in the full game but the demo levels did not give me the desire to progress further as I felt as if there wasn't much more to be offered from the game. I mean no offense by this but just honest feedback with hopes you would take this into consideration so that you could possible seek more feedback on what would possibly entice players to keep playing past the paywall. Even a simple message at the end stating please help support your art and game dev for just $2 and unlock the remaining levels might help encourage people to consider it. Another idea is to maybe set some funding goals and release more stages for those who did pay.

That said, I did have fun with what I was able to play and hope you continue to keep creating and developing the game further.

Thank you for your time and for all devs who create games for everyone to play!

Regards,
- Glim

Hi Renonsical!

I'd like to start by saying how wonderfully thought out the level designs were! I still need to go back and play this a bit more and knock out the final 3 stages. That said, here's my feedback!

Gameplay:

  • As I mentioned, the levels were masterfully crafted! The progression with each level was not overwhelming and added just a touch more challenge but it shined in making the player feel confident in how to beat the level only to pull the rug right out from under them. 
  • It's unfortunate that knowing the solution to a stage limits the replay value of puzzle games but at the same time that just simply means that we as the players want more. That said, I'm looking forward to what more you have in store with the later stages.
  • Controls were simple and there were helpful reminders that popped up at the right moment like when resetting the stage through the menu a hint would remind the player of the hotkey to reset.

Audio:

  • I know that you mentioned during my stream that there would be different music in the later biomes/stages but for the levels I played, I was left hoping for a little bit more. What I would suggest is that since the player is moving further away from the surface, you could start with some sound of like crickets and wind but the game gets quieter with each stage and you start hearing some other tones. Something to add intensity to the progression.
  • No complaints about the sfx, everything had a sound queue that worked well for the game for my experience.

Visuals:

  • As a color blind player, I am usually not a great judge of visuals so what I primarily give feedback on is how visuals impact my gameplay. The color choices and visuals did not negatively affect my gameplay in any way as I felt there was a clear enough distinction in all the elements in the game so long as I paid proper attention and looked around first. If anything, the breakable walls were the only thing that I could have missed if I were not paying attention to it.

Other Feedback:

  • One thing I noticed was that since I had time constraints to finish as much of the game as possible, I started to feel pressured to get it done which made things slightly more exciting while at the same time I had set a personal goal of clearing the game with as few screwups as possible. I feel like it'd be cool if there were some kind of varying profiles where players can compare their first times completing each stage, taking account time, deaths, and number of moves would help drive all these objectives without forcing the players who don't care to compete.
  • If possible, I'd love to see this as a mobile game so it gives me something fun and challenging to bring along with me instead of playing non-stop gacha and p2w games. On PC, or console your game has a bit of challenge with the wealth of options out there but I feel your game would stand out well as a mobile experience.

Overall, I loved the game and would be looking forward to playing this more!

Thank you for your time and creating such a fun game!

Regards,
- Glim

Composer for Red Rebellion here! Thanks for the feedback!

There is definitely too much silence in the game currently and I'm working to remedy that! I had my 4th child in January and have been juggling quite a bit, but rest assured there is a ton of new music already on the way! I hope you'll try the demo again once we've got the music updated! I'd love to hear what you think and whether the music fits well.

Thanks again!
- Glim

Hi Alex!

Sorry for the delayed feedback, things get hectic for me over here.

I for one loved the game, as I am someone who has experienced moving around quite a bit and had longed for "home". Funny thing is, once I became a little accustomed to my newer environment I found that I loved both places and didn't really feel like either place was home anymore as I could appreciate and love something from both. Anyway onward to the feedback! But quick note, I still haven't played toward the other endings aside from the Lemeria one.

Gameplay:

  • Pretty standard visual novel on Renpy which is pretty much story heavy but with visuals like a picture book. The queues, timings and overall experience was great though.
  • The gameplay is pretty much the story heavily text driven but aided with audio and visual queues. That said, occasionally, some of the text would break the immersion and add confusion as mentioned in some of the other feedback. I suggest finding an editor, I feel like there has got to be some volunteers out there or someone willing to contribute a little bit to this cause, just feel free and ask in the discord.

Audio:

  • The music was pretty and simple but most of all it fit well and complimented the story and experience providing the player/reader with immersion.
  • SFX provided solid context of the environment and situation the character was in providing both immersion and context for the setting.

Visuals:

  • I'm not a great judge of visual quality as I'm actually colorblind but everything in my opinion was beautiful and worked to deliver and excellent story. Nothing felt like it broke the experience for me or was too difficult for me to see.
  • The transitions and timing were well executed to give visual queues that complimented and helped to tell the story visually without descriptive text.

Other Feedback:

  • Your story should come with a trigger warning as it can evoke memories or thoughts in some readers who have experienced feelings and thoughts related to negative isolating behaviors or self harm. I don't want to really mention anything too much as to spoil the story and no self-harm was particularly mentioned in your story but  it can be inferred metaphorically.
  • I applaud you for moving forward, writing this story must have been difficult for you but it also is a testament of your acknowledgement of the paths laid before you. Getting stuck in the past can be such a negative spiral that is hard to break from but I have hopes that you found a path forward.

I felt emotionally attached to this story and loved it, I hope after some editing and taking account all the feedback, you would release this to the greater audience of steam and continue to share your story.

Thank you for your time and sharing your story!

Regards,
- Glim

Hi CodyBrealey!

This was a surprising entry as I've actually seen it quite a few times but never got a chance to play it from other jams. I had so much fun that I actually didn't want to stop. In fact, I kept expecting the game to end already but it kept progressing and surprised me with more content! So here's my feedback!

Gameplay:

  • At first it felt like a clunky older fps but eventually it just became a huge part of the charm! A lot of games try to add a ton of complex mechanics with refined concepts but instead I feel like your game just embraced its flaws and made it such an enjoyable part of the game, especially the slide-jump!
  • I did have regrets when wasting time exploring the first area when getting off the boat... I would have really wished that I didn't burn so much time there so I could get into the meat of the game more. It was this area that kind of started me with a negative impression.

Audio

  • The lack of music on the early non-boss stages was a bit jarring, I wouldn't mind at least some more ambient tones if not any music, probably the sound of just howling wind and some debris moving around like rocks or something.
  • So I'm a bit torn about the sfx, partly because I think it could be better but the other part is that it adds to the sloppy old school aesthetic. If anything, it's something that can be further improved on but not a priority.

Visuals:

  • The enemies were simple, easy to see, and some were a pain to hit, but again, this was part of the charm of the game.
  • As a colorblind player, I tend to focus on whether the game is playable for me or not and I honestly didn't have any real problem with the game visually that would impact my enjoyment of the game.


Other Feedback:

  • Upon clearing the tutorial area inside the boat, I couldn't get to the exit because the bars stay in the way. I almost thought that there was nothing more to the game but somehow managed to accidentally slide jump past the bars.
  • I'm not entirely sure what the flare gun is for so much.. it felt like you wanted to go somewhere with that mechanic and then just abandoned it.
  • Need an enemy counter and a way to help find the last few enemies after a certain conditions like having less than 10 enemies and not finding them for like 5-10 minutes. As one viewer commented, it was like the den of evil (diablo reference) where you had to hunt every enemy in the first cave and sometimes you missed just 1 and spent the whole time searching it again.

Overall, the boss stages really had me really engaged and the first time I heard the music for them had me a little on the edge of my seat in anticipation. I need to get back to playing the game more but I hope you continue expanding on the game!

Thank you for your time and for devs creating such fun games!

Regards,

- Glim

Hey Toomylox!

Apologies for the late review!

Gameplay:

  • I'm a big fan of bullet hell games and it is always fun learning the mechanics of a new game. If anything this is a really good starting point. At first I found the objective repetitive and a little boring but there is a charm to the constant spawning of new and different enemies while trying to destroy the objectives.
  • The progression is great as you make it through newer maps with different design elements.
  • Another part of the fun was learning what every weapon does and some of the weapons had some fun and unique uses to help players get through the different types of obstacles. I'm not sure what would work better but having to cycle through the weapons to pick up the ammo for the correct one that you want was a little disruptive and felt like that could have been executed better.
  • Dialogue was fun, was especially shocked when I DIED lol.
  • Inventory and weapon system tied to the characters is a nice touch, I just wish I could drop or swap amulets.
  • Being able to leave a cursor in place is very useful to keep locked on a target such as the objective without having to toggle any sort of target lock.
  • Boss fights were a lot of fun, always kept me guessing.

Audio

  • I enjoyed the music of this game! It gave it a really good feel without being distracting.
  • SFX did what they're supposed to and were well selected as audio queues without being annoying.

Visuals

  • As a colorblind player, I base my review of visuals according to how the visuals can affect my gameplay. Most everything in the game was easy to see including the projects with some leaving behind trails.
  • The only issue I really had was that the crosshair was slightly difficult to see when over the ice. I personally would like the option to add a black outline to the cursor. It doesn't need to be on by default but it can be an accessibility option that can be toggled by those who desire it.

Other Feedback:

  • Wandering the map could be rather annoying for those who don't really remember where to go, A toggle map feature would be a nice addition. A mini-map would be an okay addition as well but that might make things too easy as it might provide too much of a hint of where to go next.
  • The mechanic to destroy all the cores can feel rather repetitive but at the same time the different room obstacles and increasing enemy types help keep it fresh. If possible, maybe a room with multiple cores or cores that warp around a bit would help increase difficulty while adding a sense of freshness to the redundant play. Another option is to give the cores some kind of personal defenses.

I really love these types of games, my steam library is full of a few bullet hells and this would make for a great addition! Keep up the development and keep me informed of anything new!

Thank you for your time and for creating a game the we players can enjoy!

Regards,
- Glim

HEY! I got to play this on Saturday but with the kids with me I didn't get a chance to rate the game but here's the link to the gameplay https://www.twitch.tv/videos/2565381393?t=02h10m28s with my daughter. Now that the dust of all the streaming has settled, here's my feedback.

Gameplay:

  • Such a simple concept with a lot of possibilities! I loved how there was no real one way to approach this game, especially as I watched my daughter explore some critical thinking. I felt like there aren't enough games the really challenge the kids anymore, especially on mobile games where the games seem to be insulting our intelligence more than anything.
  • I only got to play up to stage 5 but the progression was fantastic, allowing room for players to first learn the game, to exploring the game, then adding a bit more challenge! Didn't even really need a tutorial, it was nicely intuitive.

Audio:

  • Moooo, Sfx were great for what it is, thinking the portal and hitting the hay could have better effects but for an indie title that isn't much of a priority.
  • I'd love to hear some ear candy level of of music that would further match the cuteness of the game, especially something attractive for kids, the current percussive track does add a bit of that puzzling feeling though so something that includes this feel. I actually wouldn't mind throwing together another kid track. I made a upbeat version of Row Row Row Your Boat/My Bonnie for another kids game. https://glimmusic.com/services.html Click the Kids Upbeat Dance Track. If this is something you'd like, let me know.

Visuals:

  • All the assets were simple and easy to identify as objectives! Only thing i'd probably like to request is a way for the dashed lines to pop a bit more as I felt that my daughter was not entirely aware of it as much.

Overall I'd love to see more of this game especially as a mobile app since I've noticed that kids lean toward that more than pc's now. Hope you continue to develop the game!

Thank you for your time and for creating such a wonderful thought provoking game

Regards,
- Glim

Such chaotic good fun! I played the game last year for FBQ7 and it was a blast, but this time around I had a chance to play the multiplayer with my kids.

Gameplay:

  • For what I've noticed, the balancing and leveling have adjusted quite a bit from last year which provided a great experience in picking different builds!
  • Adding portals to jump to your teammates was such a wonderful touch, instead of having us pointed to one another and worrying about how far the other players are, it was easy to focus on getting away and then teleporting to join the team again.
  • Kids loved the naming but barely read the extra stuff... I loved all of that haha but the kids just kept wanting to go fast! I really like how the quotes are pretty much separated and italic, giving it the optional feel now that I've seen how the kids play. If anything, some bold lettering for the actual upgrades like "Damage" would help speed up flow.

Audio:

While there was indeed a lot of audio happening, especially during multiplayer, it didn't sound like the sfx were amplifying each other, I guess while playing split screen it might make sense to somehow isolate/lean the sounds of the other players to the left or right speakers. Then again that might make things worse if everyone were sitting out of position... This is something I'd need to think about further but I figure I'd raise the topic.

Visuals:

  • As a colorblind player, most of everything was visually fine regarding gameplay. It was kind of hard to pay attention to everything on screen but that's a huge part of the fun, since everything going on is adding pressure.
  • Split screen of course makes things very difficult given the smaller real estate. I was wondering if it were possible to be every slightly more zoomed out so each play could see a little more.

Random request from a pig streamer. Please add a playable pig! ^oo^v (of course you don't NEED to though... not sure how they'd lay eggs haha)

I think that was it this time around! I still need to go and check out the rest of the biome's and more of the story that you added! Looking forward to more updates! 

Thank you for your time and for creating such a fun game!

Regards,
- Glim

Hey Bemrad!

Just sharing a few links that I find capture my difficulty well.

This one I tend to reference to better explain the types of colorblindness and show that there is more than one. Especially the image with the colored sand where you can click through and compare normal color to colorblindness types.. I am a combination of Protanopia and Deuteranopia... so the two images at first glance look exactly alike... There are some notable things I see different but that is a much longer convo. Feel free to reach out for that one.
https://www.colourblindawareness.org/colour-blindness/types-of-colour-blindness/

This site is full of accessibility documentation and reviews which is pretty cool.
https://caniplaythat.com/2020/01/29/color-blindness-accessibility-guide/

A collective list of games that have some type of color blind mode:
https://www.pcgamingwiki.com/wiki/List_of_games_that_support_color_blind_mode

Regards,
- Glim

Hi Devon!

As you know, I had a whole lot of fun experimenting with your game! I had quite a bit of feedback for you as well especially after I've gotten the chance to digest and think about your game a bit more after playing it.

Audio/Music:

  • Felt the music was very fitting! Hopefully you could eventually have it as an original soundtrack with a similar style.
  • Felt like you could have more sfx for the towers and for the little enemies.

Visuals/UI:

  • As a colorblind player, there was nothing that really stood out that would have negatively impacted my game. So long as the colors don't prevent us from enjoying the game mechanics and nothing ruins the gameplay itself, us colorblind players usually have no issues.
  • The visuals for the existing content is great and works well for the current stage of development but eventually I'd like to see some time of visual evolution of the maps.
  • Sometimes the card that is selected would block the way of the tower placement, consider having the card lift away and be somewhere on the side.
  • Consider unlockable skins for the towers and the little enemies

Gameplay:

  • Would like to be able to rotate the screen to get a better view of what I was dealing with and to get another angle of how the towers are throwing/affecting the enemies.
  • I could imagine some players getting annoyed by the game as they'd like more of a perfect run every time, but I feel like you justly compensated with the amount of health and shield.
  • Stages are harder at the start due to lack of towers and felt quite a bit too easy at the end of the stages
  • The bomb tower was pretty much all you ever needed to beat this game but the other towers had it's own uses and fun to it. Could use a touch of balancing and time adjustments to make it all work out.
  • I love that gravity tower hahahaha OP but could be quite fun especially with other modes and concepts (see other suggestions)

Some bugs:

  • As you saw on the stream, I had a bit of crashes. So hopefully that is something that could be resolved
  • I put towers in the portal "caves" lol... you already know this one
  • Tower got stuck behind the spawn points
  • Had to exploit exiting stage and rejoining to deal with terrible card combinations.

Other suggestions:

  • I think a part of the charm of the Portal games was how Gladys kind of kept insulting you or making silly comments to lighten up the mood of mistakes which in turn actually encouraged players to experiment and play around more. Wondering if there is another way without directly ripping off and copying the style of Portal to execute the same way.
  • Would like unlockable skins on just about everything like the towers and the enemies.
  • Modes where you need to get the "enemies" to a target point instead of just blowing them away would make a lot of the towers have greater uses. For example, using that gravity tower to pull all the pills and then dropping them into a  funnel, then a fan blowing them onto a platform.
  • Maybe some type of pvp or co-op modes but this can come later.

Anyway, really glad I was able to play this and am looking forward to future updates! Keep me posted and stay in touch!

Thank you for your time and for all the devs who create wonderful games for us to enjoy!

Regards,
- Glim

(1 edit)

Hey there Bucket-full-games!

Thanks again for finding time to join the stream and help me spot and unlock a few things as it helped me enjoy the game a whole lot more! Hopefully the feedback I give would help others enjoy the game as much as I did without the extra hand holding though. Really fun concept and I'm really curious how you would further expand the game at this point. So on to the feedback!

Music/Audio:

  • I quite enjoyed the music you selected and sfx you selected for the game, it fit well and some of them had me wanting to go back to specific stages.

Gameplay:

  • Was a lot of fun being able to explore the maps and experiencing all the easter eggs included in the game
  • The racing element was fun at first but then I couldn't really just enjoy the map whizzing by when focusing on the race or the timers of the seasonal events.
  • The seasonal objectives of collecting all the stuff around them map was fun at first but it didn't feel fulfilling to do it for all 3 seasons as there was no clear target for reward other than to beat my own score, Throw is a 1-3 star goal maybe?
  • As you mentioned, it wasn't immediately clear that the wheel items were protecting me from the ground obstacles entirely and something could be added somewhere to make that more obvious.

Visuals:

  • I quite enjoyed the chair designs and especially the Halloween costumes.  The main characters didn't give me too much of a compelling reason to pick one over the other except maybe the bird and turtle.
  • The diversity in the map designs were fun and had a bit of callback to various games. 
  • Some of the letters were hard to read, such as N looking a bit like H and w's looking like a cramped v.

An overall pretty fun game that I could see myself playing multiplayer a bit. I'd say the challenge is simply how tough it is to refine this game to grasp enough attention and bring people back to play it for some good fun when time is such a limited commodity and options are abundant. That said, probably a focus on some kind of online leaderboard, achievements (especially for all the detours like McFood), and a sense of progression/completion would be the next steps even before refining.

Thank you for your time and for creating a fun game for everyone to enjoy!

Regards, - Glim

(1 edit)

Hi Bermrad!

I enjoyed the game even though I died just barely killing the last boss! GAHH! It's a great combination of familiar game genres and designs in a mashup that makes the game uniquely stand on it's own. I know we spoke plenty during my gameplay but here's a quick recap of my feedback for you.

Music/Audio:

  • The music you have is good enough as a filler but I'd definitely be looking forward to what you have in store to add more excitement to the combat. I did mention that I understood that the music shouldn't switch between map and combat cause it would get annoying fast. I was thinking if maybe you could have a layered/dynamic music that the drums and a few instruments persist on the map but more actionable layers would play on top of the map music to add intensity to the fighting. (Check out the left video on my website for an example of the music layers being added during combat and out of combat)
  • One thing that I mentioned stood out negatively was how much the low health effects were affecting the game audio making it harder to hear audio triggers and feel the music, which you mentioned you'd adjust.

Gameplay:

  • Need to fix the map randomization to avoid back to back merchants, especially if her twin would "almost wear the same sexy goblin outfit" as me. Maybe need a few more lines there. xD
  • I'd like a warning on the skills to let you know you don't have enough mana to cast or use the skills.
  • A little warning that removing infected boots after contracting foot disease (avoiding what I said on stream here) was not going to remove the disease in the future =P
  • I think you need some kind of symbol like stars to help those colorblind like me to see that tier/rank of the gear being picked up. I was especially confused by the overall rarity and the color of the text being used on the items.

Visuals:

  • As I had mentioned, I'm a bad judge for most visual outside of commenting on my ability/accessibility to colorblindness, but everything regarding combat, level design, and UI was clear and didn't affect my play outside of the color issues I mentioned in gameplay.

Overall, the game is headed is a really great direction that I feel would attract it's own unique set of players, especially streamers and those looking who enjoy the combat. Keep me posted on any updates!

Thank you for your time and for creating a fun game for everyone to enjoy!

Regards,
- Glim

Hi SlyBalto!

Finally found a moment to drop you my feedback here.

So basically this game was a really enjoyable fusion of Burnout, F-Zero, and Mario Kart! Bringing to the table most of the elements that made those games fun. I'm really looking forward to more content as you further expand the game.

I know we spoke about colors (for colorblindness) and music on stream but I figure I'd share them here as well since this is generally what I bring to the table best

Color:

  • The abilities/pickups need symbols that correspond with what is being picked up instead of just colors cause well... half the time I had no idea what I had xD
  • I mentioned adding an opaque or translucence to the barriers/walls with the arrows as they were a little difficult to see floating with the background.
  • Also, mentioned to focus on anything you think is important to gameplay as all the background details did not really disrupt my experience.

Some helpful links and goals regarding accessibility:

Music:

  • Throw something in there temporarily, you can always change it but find something to add to the fun and excitement!

UI/UX:

  • Loved that I could see everything well on my ultra wide
  • Request an option to have the speedometer and meters in the center like in a car as it was difficult to stay on track while trying to peek off to the bottom corners.

Other things I'd suggest for updates:

  • My needs above are definitely outliers and won't affect a huge majority so get to them when and if you can.
  • I'd focus on adding more stages and content first before you worry about the above to help attract more players. I'll be around for you to reach out to though when you are tackling the above.

That's about it I think? I'm looking forward to crashing and smashing more so keep me posted!

Thank you for your time and creating such a fun game for everyone to play!

Regards,
- Glim

I really enjoyed this game, it reminded me of this other game on steam, Hero of the Kingdom, or the old Oregon Trail where you don't really interact directly with the map and buildings which I actually enjoy quite a bit.

If I had to say one major thing about this game it would be, Damn Goblins...

Anyway onward to the feedback!

Gameplay:
One handed! - We need more games we could play one handed! As a parent, I sometimes have one hand occupied and am always looking for a game where I could possibly click away with the other hand without it being simply an idle game!

Initial Feel - The start of the game was great, I loved the experience of learning how to play the game without my hand being held too much as it added to the strategy. Unfortunately the game fell into a slightly repetitive pattern that felt like a loop of abandoning the older troops for the new.

Content - For the amount of content in the game, the length was okay but I would be looking forward to seeing the game expand further  with the ability to use more action points and something to add more depth to the strategy. 

Music:
The choice of music was nice but it being only one song, it got repetitive for the type of genre of the game.

Visuals
:
As someone colorblind I don't really judge visuals the same way as others. I felt overall the game was pretty good visually as everything served it's purpose and almost everything that effected gameplay was colorblind friendly enough. My only issue was that the color of the obsidian sword made me think it was just greyed out. I would suggest making the boxes either white or grey to indicate whether the upgrade/building is purchasable (enough gold). The icons inside the boxes are fine as they are changing colors.

Additional Note:

I noticed the game called me a King at the start of the game and was thinking it'd be nice if the game called the player the rank of the difficulty like I played it on Prince.

Overall, I completed the game on prince so far and was left wanting, more which is a great thing as it is a game I'd probably pick up or wishlist. I look forward to seeing the game expand and evolve, hoping that you keep developing it further!

Thank you for your time and for creating a fun game!

Regards,
- Glim

Fishy!
I loved this game! Was a whole lot of fun which you probably heard me say so many times while I was streaming.
There's only so much I could say after playing it for just 1.5 hours but here's my take so far.
Things to improve:

  • Towers - The tower damage/usefulness felt a little underwhelming especially since you only got so many towers. I realize now that maybe I could spread out a few more ice towers to help me run from mobs. All the towers were somewhat projectile based from what I played so far, but I didn't get to try the bomb tower. But I feel like the ice tower could have been more like a cone based attack while the flame thrower could have been more continuous.
  • Expanding Selectable rewards/buffs - I felt like as the game progressed the upgrades weren't keeping up with the density of the monsters. While the number of monsters flooding the screen before the timer ended was a huge part of the fun it felt like a bit too much for the early stage.
  • Sound/music in the base preparation could have either tense music or added sfx like crows in to add intensity to the silence as if it were waiting for you to die.
  • Game modes/states such as a limited time to build mode. It could also be part of the progression for later/harder levels

Stuff you can add:

  • A codex/bestiary of everything seen, could even add objectives and bonuses for how many kills, or the number of the same tower used.
  • Toggle optional hotkey guide to stay on screen for stuff like the tower management.
  • A counter/ticker for objective based buffs like the number of hearts needed to collect before getting the portal eraser.
  • Controller support would be a nice plus but I figure that'll be on the way eventually

Some Additional Thoughts:

  • The discoverability of everything in the game is a huge part of the fun so I won't say so much about what I loved since it's all in the video and I don't really want to spoil anything for others.
  • Would love to see this as a mobile game, especially since my kids would play something like this and they're glued to their tablets more than playing on PC. Either this or controller support as I mentioned earlier.
  • I did enjoy the menu music right away, was a nice selection that caught my attention.
I HIGHLY RECOMMEND THIS GAME for anyone who likes a fast paced roguelike that comes with tons of strategy in between rounds.

Thank you for your time and the wonderful gaming experience!

Regards,

- Glim

Hiiiii Everyone!

Vtuber, streamer, and composer here! As my name suggests, I'm a Music person so I'd be happy to hear some awesome audio in your production. Of course, I know it's still in dev and music ends up last on the list, but still, it's the icing on your cake! I compose for indie games and am most inspired by the creative work of indie developers. I'll be doing feedback and Music composition streams regularly so feel free to reach out!

On another note, I am also colorblind and suffer both Protanopia and Deuteranopia so I'd be that guy to help you a bit with your visual accessibility feature if you have it! We disabled gamers always appreciate devs who show care for our kind!

I love all genres and look forward to eating your cake... err... playing your games! 

----------

Catch your game streams at: https://www.twitch.tv/glimmusic

You can check out more about me and my music at: 

GlimMusic.com https://glimmusic.com/services.html

YouTube https://www.youtube.com/glimmusic

Twitter https://twitter.com/glimmusic

Rescuing children using exploding babies! What's not to love about that?

There was a lot to love about this game and I'm going to come back and play more after the jam. I'd really love to see what more you have in store for this!

Most of my feedback you've heard during my stream but I'll share what I liked and disliked most here for others who are hopefully going to try this game out.

Liked: The eggsecution of the writing and the eggspessions was so much fun that I wanted to see more.

Disliked: It's a love-hate with the invulnerability items. While they helped me in all the chaos, it could also take away the thrill of the game.

I didn't get to play too far due to a bug which you were able to see from my stream but from what I was able to play, it did keep me interested.

I gave you most of my feedback on stream but I did forget to mention that I was overwhelmed by the skill/tech trees. At first glance it shocked me to see all the different skill trees but then it hit me that you were in a way, giving the player full freedom to pick each character's "class" in some way, which I thought was cool. I think each tree getting its own "window" or and isolated view in the center would help this though. Check out some info or videos on the Grim Dawn skill tress or Horizon Forbidden West skill trees, which in some ways were equally overwhelming to look at but managed it a little by providing a less compact view.

The skill trees you have aren't too complex against some of the other games I've seen, but the presentation makes it look way more intimidating than it is.

I loved this game! You heard most of my feedback during the stream but honestly, the carefully laid out levels felt wonderful! There are puzzle games out there that make you want to rage quit with their need for exact precision but this game didn't make you feel that way despite the expectation to execute the skills/abilities well.

I look forward to seeing this game come out in January!

Just a bit of info on my rating.

As you know, I didn't get to play too much but from what I played, I did enjoy it!

I didn't judge the completeness of the game or how bug-free the game is since it was in development. Instead, I based it on how you were able to present where the game was headed as an experience to those who would play it.

You've pretty much got most of my feedback from the stream! I am looking forward to playing more! I will keep in touch!

FINALLY STREAMING! *(all times EST)*

  • 9PM Sept. 1 (Tonight), 
  • 10AM Sept. 2 (Monday)! 

If you can, please fill out the form. Priority of play will go to those attending the stream and queued up on via the form. 

https://forms.gle/hFrLhdGu9np1kreNA

Looking forward to playing your games!

Twitch: https://www.twitch.tv/glimmusic