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GlimMusic

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A member registered Dec 11, 2020

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 Hi Blackforkgames!

Great game you have going here, and I can see that you put a lot of thought into the balance and diversification of the gameplay with the different classes. I can see you have placeholders for even more coming in the future so I won't really talk about what you could potentially do so much as what I liked and didn't like in the existing game.

First off, we spoke about the music and how it could be something more during my stream. We also agreed it's not really the main priority at the moment, but at the same time the overall experience and feeling of the game could benefit from the mood set by the music too. SFX were okay, nothing that hurt the gameplay, and they fit all the movement and notifications. I didn't mention it while I was playing, but the audio for the tension accumulating was pretty useful and maybe could be slightly louder for players to notice when other sounds are going on.

The colors in the game didn't really hinder my gameplay, especially since the enemies, even though they are color-coded, also had names and stats on them. This was enough to help me identify them, so I appreciated that. Even the environment items, such as the poison and the red blocks with the X's on them, were easily visible and identifiable for me. 

We spoke already about the tutorial system needing some work, and I'd like to reiterate that I personally feel that if you nail that down, then the game in its current state is pretty solid. I think most of the flaws, strategies, and struggles players might have with your game melt away once they understand what and how to do what they need to. It's kind of like a Sudoku puzzle; once you know what you need to do, then the learning of the techniques to tackle it falls into place and feels great to discover.

Oh and one last item that I'd think to improve is that maybe put a minimum spawning distance from the entrance to each level in a way that doesn't feel too overwhelming at the start of a stage. That was part of what killed me going onto a new floor (aside from my lack of understanding of some mechanics).

Lastly, just a reminder to consider showing block damage with a little shield along with the existing damage dealt as an indicator that would make players aware of the damage they are doing with or without tension even. 

I want to take some more time trying out the other classes without rushing, but it's a game I'd like to come back to, as I found it pretty fun. As it is now, I'd probably even consider picking this up when it's more complete. Awesome job, and keep me in mind when you release your new updates!

Thank you for joining the Jam and for having me play your game!

Regards,

- Glim
GlimMusic.com

Hi Fortunastreet!

This was a fun and unexpected project! I had no idea what to expect but this was something I really enjoyed!

As usual, I start with the music and audio, which I found fitting and enjoyable! I think with your experience from the last game, you already have a great grasp on balance and what fits.

For the visuals, I generally approach my feedback from the colorblind side of things and there was only the issue for the color of the room types/cards. A symbol or label on the top corners representing this would help me, as a colorblind player, identify that the two cards are different types without thinking about the color of the cards. This doesn't need to be left on even; it could just be an accessibility toggle on or off if you want to keep the ui/ux clean. Oh yeah, and I'm still not entirely sure I see when I'm injured. I know you mentioned that I was bleeding, but it wasn't very apparent to me. I like that you didn't outright give me an HP meter, but I think this needs to be improved a bit too.

Artwork is nostalgic to Valoren, and I love the consistency. This is great for the universe-building that you have going on!

The gameplay is very satisfying where it is. I don't think I've played enough to get annoyed with anything, and I feel that the gameplay loop makes me really want to keep going. Heck, I didn't even want to stop to go on to the next game as you saw haha! I think the only thing that needs to be made clearer earlier on is that going down to the basement is really the objective; I didn't realize it at first til I read some of the documents. It would have really made some of my decisions better, and while it was a nice discovery item for finding the escape, I feel like I wish I could have understood it sooner than I did. If that makes sense?

While I didn't find all the rooms yet, and have more to play (which I will), I'm quite curious about whether you would be expanding this further, adding more rooms, and more.

Thank you for the fun game! I look forward to playing it more and am even more excited for what other ideas you have in store!

Regards,

- Glim
GlimMusic.com

Hi KidChaos!

This was a pretty fun and good start to a game in the genre, Overload is a bit of an understatement with these games, especially with the disco floor you have going and my colorblindness! I appreciate that you have the feature to be able to change colors, as a reminder, I recommended having the ability to disable or lock certain colors so it doesn't become an issue between levels.

Music and sfx were pretty good, my audience enjoyed the music and cheered when it came back on after I forgot to switch it between the browser and downloaded version! If anything, add more music like what you have to keep everything fresh, especially when the battles get longer!

For the gameplay, this was pretty fun, I won't talk too much about the changes and updates you are making towards the game already since that's already in progress but I do want to leave some comments about what would keep me coming back to your game, especially with a lot of competition in the genre. For the most part, I see similar games even in free platforms like Roblox where I watch my kids play and I think they'd definitely do better on mobile or tablet for things like this since sitting at a PC is something they are still getting used to but kids all jump on mobile devices quite early on.

With the floor falling, and some pits around the stage, you have the framework for some really fun gameplay and mapping. It didn't occur to me while I was playing because I was in the thick of things but having stages where it feels like you are dealing with obstacles would be something I feel would set this game apart from others which tend to be big open fields with masses of enemies. Also, it's a great opportunity for satisfying and fun weapon types, I imagine like a grapple to pull the monsters into a pit you are standing behind. (not sure if that's viable though haha). Other weapons that throw and knock around the enemies would be fun too but all of which are risky because of the coin and energy drops falling off the stage. So much potential and lots of fun with this early concept.

Definitely focus on the core game first but I think some kind of multiplayer and some "skins" would make this very amusing for a lot of people, especially kids who would play things simply to unlock and have a good laugh with their friends. I can picture my son requesting the blocks be dinosaurs and my eldest daughter wanting to see a bunch of ducks waddling at you lol. This can all come later, of course.

I think most of everything else was something you already mentioned that you had in the works, so I'll leave that for now. Looking forward to playing more! Keep me in mind when you have updates!

Thank you for the Jam and for the fun game! My daughter and I enjoyed it!

Regards,

- Glim GlimMusic.com

Hi Triston!

I know I covered a lot on the stream and that we already messaged each other on Discord, but here's the official feedback for your reference!

I don't have too much to say about the sound and music where it was, which is a good thing. I always say that for most games, the audio shouldn't outshine the game, but at the same time, great audio in the right spots could help you retain an audience and help you earn more. This is usually for those games planning to release soundtracks and such, but realistically, it's not the priority in your project at the moment.

Visually, I find your art style for everything pretty fresh. I enjoyed the cutscenes so far, and the story has me intrigued enough to know more. As a colorblind player, visually nothing in your game hindered my experience, so I don't have any accessibility advice to give in that regard. If there were any color-coded items, the descriptions and such were enough for me to not feel anything was ruining or hurting the gameplay.

Gameplay:

I can only imagine where you could go with the game, as I mentioned to you that I played quite a bit of GunBound in the past, and it'd be interesting to see a squad- and card-based iteration of the genre! While the gameplay loop evolves in your game through story and ship enhancements, the strategy aspect of your game has a bit of room to grow. 

For the bugs, I know you are already working on a few, like the ship selection so I'll leave that out of this feedback on focus more on what would get me to come back to your game more. From my experience, you are in the right direction to start, but I figure you'd like to evolve and add more types of ships and their capabilities/limitations. As it stands, the 3 ships are very similar and can equip most, if not all,cards. This leads me to think of two other games you can turn to as references: Hearthstone and Mech Arena. While these are predominantly somewhat Gacha games in terms of pulls, unlocking, and battle passes, they do have elements in them that drive a sense of diversity and progression in their character and deck building.

So with Hearthstone, they have class-specific and then a general pool of cards. I was thinking for your game, you could probably have something similar in your card shop where the ships have "build" specific cards that can't be used by other ships to give them more personality. I would also suggest maybe setting one of the card slots to require a build-specific card to make sure players strategically have some kind of limitation. Now, this is just one recommendation; if you could come up with some other approach, that would be fine too! I was using this as an example of how the ships could stand out even more as unique within the set of cards. I am thinking that, moving forward, you might even have more ships and such so players build their own squads based on their style of play, so yeah, this is at least how I picture your game so far. I do still need to play through the rest of it.

Mech Arena is interesting in that all mech types can "kind of" equip each other's weapons, sort of like you have a classic pool of cards. Yet the ship frames on yours have varying special abilities and even target timings. So this is the reference that came to mind: you have a base ship with its own traits, and the cards are customizable and changeable traits. 

Again, the above are only for reference! I've said it on other streams, and I'll say it too. You, as the dev, should create what you feel would make your game fun and not bend to the streamers and feedback of others. It's how Expedition 33 came out so successful. If you have ideas for your game, make those the priority. Everything else is just thoughts on what hooked me on other games that I thought of for yours.

Additionally, from what I understand, some people had a hard time hitting their targets, with practice though, I think everyone would be getting better at aiming. That said, I totally understand why the current battlemaps are as small as they are, but I'm hoping that we could have maps and fights that are zoomed out a little more to give the ship movement even more value. Nothing wrong with the current stage as it is now, but I could imagine some huge battles and even harder-to-aim scenarios on larger maps as the game progresses.

Keep up the good work and continue to create! Thanks for the game!

Regards,

- Glim
GlimMusic.com

(1 edit)

Hi Dragon!

This was a pretty cute game with its story and approach. The gameplay loop in general reminds me a bit of the games PostKnight and Capybara Go with their linear end-to-end destination approach, and also games like Cookie Run with its party-based RPG battles,  which is why I suggested this might work really well for a mobile audience. If you haven't played those two, that'd give you a pretty good benchmark of some of your competition as they were ranked and suggested by Google Play for a while. Cookie Run even had merch at GameStop at some point. I think with games that have a fairly repetitive system that relies entirely on turn-based combat elements and story, I would highly recommend some kind of leaderboard and elaborating on your food delivery concept since that would help to keep people coming back to your game. The food system has a lot of potential, especially since you need to utilize all the items as food when you take action and therefore would want to be smart with what you use in order to maximize. 

For the audio and music, I don't think I had any complaints; in fact, as I went back to listen to the music, I found the selection pretty fitting for the game. The boss battles were more exciting, and the music while the slimes traveled was fun and whimsical. I actually chuckled a bit whenever the slimes got hit with their squish sound. I think the attacks by the slimes could use a bit more diversity, especially with the elemental attacks, but I wouldn't make it a priority at the moment, only if you have a dedicated sound person.

For the art style, as a color blind player, I don't believe anything really hindered or affected my gameplay so I don't have any complaints there. We already discussed some kind of progression as the slimes traveled, and as a work in progress, I understand you have plans already.

Thank you for participating in Feedback Quest and providing us with a fun game. I get that it may not be for everyone, but with the games I shared with you, I think it is pretty clear that there is an audience for the genre (I just play everything haha). Keep up the progress, and hope you share it again after you've added more!

Regards,
- Glim
GlimMusic.com

Hey Cody!

Tons of updates straight out of the gate, with even more fun than last year!

First thing I noticed was that you managed to make changes to a lot of the pain points of the game from last year among other things. You streamlined what you saw as fun and cut out a lot of what you felt took away from the fun, even if you didn't need to.

Starting with sound and music, I think the music and ambience were more or less the same, especially with the boss rooms. I remember last year the sfx were overlapping a bunch to the point where it got too loud and while I noticed you tackled this a bit, there was a little bit that still hit me as a bit harsh, I think with the spiders where the high frequencies kind of hurt to listen to. Otherwise, the fun was still there, and the audio cues were great for the experience.

Visually, I didn't have any trouble with the gameplay with the exception of some really dark spots and well... that dark map. I know we already discussed solutions for that area so I just wanted to leave a note here for you to reference some suggestions. We discussed possible lighting around picking up torches, and a cooldown variation of the torch gun so as to not completely run out of flares. But overall that area was intense so I wouldn't really want to lose it.

Gameplay wise, the game was really fun, at first I thought the summons were a little OP on the earlier stages but having them appear when they do, allowed me to understand how they function more. That said, I found them really fun to use on that last stage with all the enemies around corners and doors. The sniper was so much fun, and the slow-motion shot was a nice touch! I think the only thing you might need it an indicator telling the player they killed themselves with the grenade launcher since at the end of my stream we weren't very sure. But yeah, somehow determining a self-kill and telling the player would help them realize what happened so they could avoid it after.

I hope to play more of this next time, I would have liked to resume game but there was so many great changes to the start that it made plenty of sense to restart.

Thank you for the fun game and for participating in the Jam!

Regards,
- Glim
GlimMusic.com

(1 edit)

Hi MsItalia!

So, as you know, I had fun with this one. I have more than 200 fish to prove it! =P

Alright, jumping right in.

Sound and music. 

  • The biggest problem I found was the audio levels jumping and dropping between the different areas and combat. Not sure if it was the actual volume of the music or if it had to do with some coding glitch in the game. If it's the music/sfx themselves, you could go to some online sites and search for "normalize multiple audio files," or if you have a bit more experience, you could normalize it in a few software like Reaper or Audacity to start with. I would definitely recommend asking someone who would be able to help you. I could squeeze in a moment, no charge , sometime for at least the demo since it's still small.
  • As this is still a demo, I didn't think any of the SFX were out of place, and nothing really disturbed me. I think most of it felt like it fit the old-school RPG vibe and felt rather nostalgic. Then there were a few voiced lines like "level up" or "quest complete" that I thought were kind of funny, but it was a little low in volume to appreciate. 
  • I quite enjoyed a lot of the music, although I think there were a few tracks that could use a bit more work as the quality and feel were a bit less consistent.

Gameplay

  • I loved the gameplay loop but I can see how this could end up pretty difficult for those who don't really play RPGs. That said, you may end up losing some potential players who might like to come in and just enjoy the story and silliness. I think it is smart that you removed leveling in favor of tactical combat with no grind. The only problem is that the grind of leveling is simply replaced by gathering in this case.
  • As you saw, I was able to tackle almost everything on the first try, except for the slime, which I had to teleport away from. I know people might complain about the bosses being tough, but honestly that's part of the charm, or otherwise you have a visual novel with grindy combat like many other RPGs. It wouldn't make sense to have an easier game without losing the fun of the turn-based combat. If anything, an easier mode for those who just want the story would be pretty much asking players, " Hey, would you like to autobattle?" so you might as well at that point.
  • Diversity in the boss fights was a really nice touch. I did suggest that you could leave the bosses to be beaten in any order, but each boss gives you some kind of something to help you beat another. (Mega Man example) I loved the rewards that came with each boss but some of it ended up being a waste. 
  • For the demo ONLY, I would make the afk stuff just go a little faster, or at least have a streamer mode to remove some of the farm grind. I didn't really have trouble catching fish, though.
  • Map was simple and easy to appreciate; I'm looking forward to seeing Secundville. (cough... sorry)

Dialogue

  • Dialogue was fun, and you could read/see the personality in the characters you have so far.
  • I totally learned about a new term while playing your game. What else would it stand for, though?
  • On a serious note, I figure that you are still working on refining and adding more content, but for some of the more repetitive things that need to be done, such as talking to the Professor, I think a few diverse lines of dialogue would be nice.
  • I'm realizing I never tried to get $1million gold to see if the dialogue changes and if I could use the bank...

Visuals

  • I didn't have any issue with the artwork. As someone colorblind, I would generally give you feedback on anything that gave me trouble and hindered my experience.
  • The stretchy warping effect on the bosses was a little weird and I felt it took away from the experience a little. I get that you wanted them to seem a bit more menacing; maybe adding a background for their setting might be something that could make up for it with layered animation. Like for the Black Sheep fight, a field with maybe leaves or something flying by.

Anyway, again, thank you very much for the fun game and for letting me play it! I had fun. Keep me posted on any updates and hope you continue to develop the game!

Regards,

- Glim
GlimMusic.com

Hello!

I had a bit of extra time on my stream since I played a shorter game on my schedule, and I stumbled upon yours.

First off, as a composer and sound designer, I was really excited to play this after randomly picking it out. I got the general gist of the game, and for the most part, if it weren't for the missed timing of the beat count and attack timing, the game was fairly straightforward. It felt like a gamified version of being able to see how accurately I could stay on rhythm.

That said, I saw the previous comments about the bugs in the desync, and I can feel your struggle since I am also collaborating on another rhythm-focused game. I think for your game, the approach you can take is to think of the bpm of the music as an active time event where instead of timing the speed of where you need to hit the circle is precalculated according to the BPM. ->  |    o    |

Then instead of trying to make the event match the music, you have it start when the music starts/loads to avoid the desync. Let the music playing be the trigger instead of the other way around. At which point you then decide which of the beats is to get the actual hit... I'm not quite sure to to explain it in just words... If anything, reach out to me on Discord; I'm GlimMusic on there as well.

I loved the artwork and hope you continue to develop the game!

Regards,

- Glim
GlimMusic.com

Hello to Barely Playable Games!

I had a bit of extra time in one of my streams, so I stumbled upon your game and, well... I have some feedback!

My first impression was to chuckle at all the wordplay in your game; it made for a fun time together with the character portraits and names.

The music and sfx sounded good and added to the excitement; it felt along the lines of quite a number of Japanese games I've played, so no complaints there. Although, it also means that it didn't really stand out too much for me to get hooked on it. Most were upbeat, and overall everything fit the feel of your game.

I went through your tutorial first and found that it was hard to follow the text at the bottom while playing the game at the same time. Since the game required me to use the left and right mouse buttons to activate my abilities, it also unfortunately skipped over a ton of text, which left me confused whenever I did get to read a line since i missed a few before it. Basically finished the tutorial thinking I got the gist of the game but a bit unsure of what I missed.

I lived in the Philippines for few years so I was surprised to have a character from there! I didn't really like playing with her much as the skills weren't in my play style... (not to be taken out of context) =X I do like that there were a lot of other abilities between the character choices, though, and when I have more time, I'll try to come back and explore them more. I think Ash was still the easiest for me to play and win with.

One thing that I noticed was that there was a bit of getting used to regarding the bowl physics. I found myself flying off the playing area when I had a lot of speed when I thought that the incline and curvature would let me rotate around more. That said, I think the speed boost needs to have some rule where it can't spawn within distance of any player because at one point it spawned under me while i was using Ash's left click and flew right off.

Lastly, gameplay diversity. I'd like to see more spawning powerups and also possible debuffs to avoid; I only ever really saw the speed boost. Would also be interesting if there were other map considerations, like bumps or water. Not sure if that'd be a thing.

It's a fun game that takes a bit of getting used to. My kids played a bit of Beyblade so yeah... the play of words with the Bae's was also a good chuckle.

Thanks for submitting your game!

Regards,

- Glim
GlimMusic.com

Hey K41-Games!

I had a ton of fun playing this, and was looking for a bit more. I know we mentioned quite a few things during the stream, but I wanted to put some notes here for you for reference. Also, YAY PIG! (no spoilers)

  • First off, Music. Music-wise, there was that one section that felt and sounded like Halo, but that's cause of the percussive pattern. You can throw in some other melody over it a bit while keeping the rhythm to make it sound less like Halo, but still keep that feeling it creates.  
  • As for the SFX, we spoke about varying the projectile sounds. I did another playthrough after you had to go, and I also noted that there was a lack of footstep SFX. I feel that, for the hound-like creatures in particular, footsteps would add a bit more tension as the hounds get closer, while also adding an element to help locate and anticipate the direction of the hounds more.
  • The grapple points look too much like the lighting.
  • The field of view circle feels too small, like a flashlight and could be just a bit larger for the sake of combat, but it does a great job of hiding the sides while feeling natural when it comes to my ultrawide monitor, so don't increase it too much either.
  • The level design so far is great for the experience of traversing but I feel like the boss room hindered my experience, as it didn't leave much space for beating it without dying. It was crammed, without a means to pull behind anything to really hide, especially when all the other enemies spawn.
  • Pretty sure you have more that you are going to add, so there isn't much to say about adding more enemies and making the game longer, or adding more biomes to the game.

I look forward to playing more! Keep up the good work, and hope you keep me in mind!

Regards,

- Glim
GlimMusic.com

Hey Shifty!

The first game I ran into on the Jam that has a Pig, so you win! lol! But seriously, I enjoyed this game, and the binding and the button mechanics add such a nice layer to the genre.

  • The first thing that hit me was the music on the title screen, given that's my field, of course. As I mentioned on the stream, I would like to revisit the tracks in your game to give you some ideas on how the music could be made more captivating in a way that doesn't overpower the game, but simply makes it more immersive and possibly sticks in the minds of players to keep them coming back. The SFX were pretty fitting, I think.
  • Need to fix the healing button! Figure this is straightforward, as you saw on the stream.
  • I am pretty sure you are working on this, but more enemy types and cards being introduced after you beat the game would be cool. As it is now, I feel like this is a great starting point for new players and wouldn't really change it aside from the balancing issues we discussed, especially with the Betty, trucker, and Ginni enemies
  • Couldn't test the shop or any of the unique cards on there... I was broke on arrival... but good thing I had cash for the pig.
  • Artwork was fun and created a strong experience! The art on the cards was really fun to look at. I realize now that maybe you could add an injured state to Stich and all the enemies when they are below 1/3 health like being torn and full of holes.
  • Also, on first playthrough, make sure to make a spotlight on the beads to alert players of where to look for the limited number of turns. At first glance, it just looked like part of the ambient stage design, and it took me a moment.
  • I know this is a bit like hearthstone but being able to beat the game as different class types would be an interesting take. It'd also be interesting to see stitch in different class outfits.

Overall, I had a great experience with this game, I may actually like this better than Slay the Spire! Keep up the great work and I look forward to seeing how this evolves!


Regards,
- Glim
GlimMusic.com

Hey Besinblack!
As you already know, I had quite a good time with your game! I wanted to write a few notes regarding your game for your reference, but I'm pretty sure you already got to most of it since you were actively involved during the stream.

  • First off, it took quite a while before I started getting to some of the more challenging stages in the campaign, but honestly, this allowed me to get the hang of the game more. There were a few stages that could be removed or reworked because they were a bit too easy, especially the ones so far into the game. Progression helps keep the game interesting, but also, getting hard too quickly can be too frustrating so I understand the need for balance.
  • As a colorblind player, the Red vs. Blue at the start works well. I think early on though, some clearly stand out patterns should be introduced as rewards first, just to make sure that colorblind challenged players like myself will be able to select something that keeps them comfortable with the gameplay as more colors get introduced and with multiplayer. I haven't looked yet but I definitely would like to see black and white pieces that have, like, a stone or marble look to them as a piece that I'd like to use. Basic Black and White are my go-to for playing it safe!
  • I know you are already on this, but more multiplayer maps and map sizes; I'd be interested in maps that kind of have some choke points. I guess for streamers' sake, a larger player count would be a fun and chaotic thing to have too, which would hopefully bring in more regular players.
  • The audio and music were comfortable and fitting for the game. Maybe consider the ability for players to select and change the way pieces sound when placed as an additional reward or unlockable.
  • I also mentioned how paper.io did various fun shapes as unlockables in the game to add a fun objective for players. I could imagine the pieces being other things like pie slices, burger or sandwich cuts, and various animal heads for the game to feel more personal to each player as they move on to multiplayer.

I loved how simple yet complex the game could be and being able to test concepts and strategies for winning. This was a really fun game, and I'd love to see how it evolves. I hope you continue to develop the game!

Regards,

- Glim
GlimMusic.com

Hey Besinblack!
As you already know, I had quite a good time with your game! I wanted to write a few notes regarding your game for your reference, but I'm pretty sure you already got to most of it since you were actively involved during the stream.

  • First off, it took quite a while before I started getting to some of the more challenging stages in the campaign, but honestly, this allowed me to get the hang of the game more. There were a few stages that could be removed or reworked because they were a bit too easy, especially the ones so far into the game. Progression helps keep the game interesting, but also, getting hard too quickly can be too frustrating so I understand the need for balance.
  • As a colorblind player, the Red vs. Blue at the start works well. I think early on though, some clearly stand out patterns should be introduced as rewards first, just to make sure that colorblind challenged players like myself will be able to select something that keeps them comfortable with the gameplay as more colors get introduced and with multiplayer. I haven't looked yet but I definitely would like to see black and white pieces that have, like, a stone or marble look to them as a piece that I'd like to use. Basic Black and White are my go-to for playing it safe!
  • I know you are already on this, but more multiplayer maps and map sizes; I'd be interested in maps that kind of have some choke points. I guess for streamers' sake, a larger player count would be a fun and chaotic thing to have too, which would hopefully bring in more regular players.
  • The audio and music were comfortable and fitting for the game. Maybe consider the ability for players to select and change the way pieces sound when placed as an additional reward or unlockable.
  • I also mentioned how paper.io did various fun shapes as unlockables in the game to add a fun objective for players. I could imagine the pieces being other things like pie slices, burger or sandwich cuts, and various animal heads for the game to feel more personal to each player as they move on to multiplayer.

I loved how simple yet complex the game could be and being able to test concepts and strategies for winning. This was a really fun game, and I'd love to see how it evolves. I hope you continue to develop the game!

Regards,

- Glim
GlimMusic.com

(1 edit)

Hello Long Lost Studios,

This was a really fun game that I'm probably going to have my daughter try!

So first off, let's start with the music and audio since that's my primary field. Honestly, the game didn't really need much music, and what little it did have was cozy and fitting for the game. I wouldn't mind a bit of something to hum to but honestly, for this kind of game, people will probably put on something they personally like while playing it anyway. SFX were just right for where it was, nothing too stand out and annoying, while present enough to not feel empty. I figure as you add more features, you will be adding more music and SFX, but as discussed, there is a whole priority list of features that should probably come first.

I'm not going to talk so much about features that I'd like to see happen, as I know there is quite a list, and focus on providing you some quick notes on things we've discussed during the stream for your reference.

  • I think intuitively I should have tried to click on things like the cake or the decorations for additional options but as I didn't, I feel you could stupid-proof the game by adding a little pop-up note that happens after the first thing is placed. A simple, (click for color, size, and more options)
  • We discussed how the color palette you have set up is already workable for people who are colorblind like myself. If anything, we'd rely on more shapes and such, so once you have more decorations and options in the game, then we'd be all set.
  • My biggest suggestion for your priority list is to set a primary target audience, especially who you would know are more likely to grab this game. I was saying this would be a great for partnering with bakeries and baking brands to recreate/promote their products while giving users the ability to communicate their cake ideas whether baker, client, or personal.

I didn't look at anyone else's cake when I played this, and I'm glad I didn't cause some of the silly and fun creations on here would have had me thinking too much! But here are my cakes!




Thanks for the fun game!
- Glim

Hahaha another great cake xD

Hahaha Nice cake xD

(3 edits)

Hello Devs!

Welcome to another feedback quest!

I'm Glim of Glim Music, and I compose and program music (and sound design) for games. I specifically have a big interest in indie productions.

That said, I will be editing this post to include a link to a sign-up sheet for my Twitch/YouTube streams where I'll prioritize those of you who sign up first.

As a composer, I'm best experienced with feedback on audio aspects of your game, but as a very avid indie gamer, I'd talk about the various games I do buy and what would get someone like me to purchase your game. I don't actually ask for full access to your game unless you want a deeper run-through of your project in the future, as I would gladly contribute/purchase your game if it's something I really like. I'm into a ton of genres. You can look me up (GlimMusic) on Twitch, YouTube, Spotify, and even browse my games on Steam. I have a PS and Switch, and if needed, I'll test controller support for your game too!

YouTube: https://www.youtube.com/glimmusic
Twitch: https://www.twitch.tv/glimmusic
S
potify: https://open.spotify.com/artist/62UlIPPlZrdq2Raoj3V5aX

Explore my music and services: https://glimmusic.com/services.html

On another note, I'd appreciate your attendance on my streams, and for your to check out my music. All of that helps me generate more revenue to support and contribute back to Devs, as well as allow me to devote more time to the craft!

I am looking forward to playing your games! I'll update links here asap.

-Glim (itch won't let me resize my image -.-) 

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! 

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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