Hi! Thanks for the explanation—I understand the challenge of balancing chaos and difficulty. I’m happy to help playtest future updates. Just let me know!
Thanks again for the opportunity!
Hi Elijah,
Thank you so much for your detailed and thoughtful reply! I really appreciate you taking the time to address each point — it shows how much you care about your game and your players.
I totally understand your choices with controls and storytelling style. The balance between giving direction and leaving room for player interpretation can be tricky, but it’s part of what makes PROXY unique.
I’ll definitely keep playing and testing, and if I notice any
If you make any updates in the future, I would be more than happy to test them again. You can contact me here or via email at fabiangonza425@gmail.com.
Thanks again for making such an interesting and charming game. Looking forward to seeing what you add in the future!
Have a great day!
Fabián (GonzaTester)
Sorry for the delay! The "extreme" mode really hooked me in — it was quite a challenge, but in the best way. I couldn’t stop playing until I beat it, haha :b
Tester: Fabián González (GonzaTester)
Platform: PC – Browser version
Role: Beginner QA Tester in training
RogueBlock is a bullet-hell roguelite that successfully blends simplicity with a well-paced challenge curve. The overall experience was very positive: the game is well-built, I encountered no critical issues, and the presentation gave me a strong first impression. The minimalistic visuals, relaxing music, and sound effects all work together to create an immersive experience.
The controls are intuitive and customizable, which is great for player accessibility and comfort.
The main menu is clear and functional.
Combat animations feel smooth and satisfying (especially how enemies explode on defeat).
The minimap is well implemented.
The tutorial is effective: it explains the mechanics clearly and prepares the player well.
📝 Suggestion: Adding a subtle confirmation sound when selecting difficulty would enhance the feedback loop and improve menu interaction.
The difficulty system is well-balanced and clearly differentiated:
Normal Mode: Ideal for new players. Together with the tutorial, it feels like a smooth learning phase.
Hard Mode: Introduces new challenges without becoming frustrating. Requires more attention and skill, but remains accessible.
Extreme Mode: Lives up to its name. This mode took the most time but was also the most engaging. It really hooked me into wanting to beat it.
The system encourages players to improve and progress naturally. Excellent design.
Bush/Plant enemy: Perfect for an introductory fight. Low health and simple attacks make it ideal for learning.
Spider: Effectively teaches the dash mechanic. A fair and well-designed enemy.
Mushroom (first boss): First enemy requiring both attacking and dodging simultaneously. The mechanics are understood through prior encounters.
Crab: Balanced enemy. Its special attack allows the player to focus solely on dodging, which feels fair.
Flower/Small mushroom: Entertaining and has the right level of difficulty.
Shark: Very enjoyable to fight. Appears late in the game, which is appropriate. The only confusing aspect is the bite attack—it feels unpredictable and may not be necessary.
Onion enemy:
Most problematic enemy overall.
Projectile speed and frequency are too high—hard to dodge even with dash.
Its plants follow the player, adding pressure.
Consistently caused significant damage, even when successfully defeated.
Especially punishing in Extreme mode, due to high burst damage and tankiness.
Can make the player feel overwhelmed and unable to react or counterattack.
Bee enemy:
Shares many of the same problems as the Onion.
Frequently appears right after the Onion fight, when the player is already low on health.
Uses multiple attack types at once (needles, mini bees, circular swarms).
Hard to dodge and attack simultaneously, especially early on when the player lacks upgrades.
Tends to appear too often per run.
While beatable, it demands a steep learning curve that slows down the otherwise fast-paced gameplay.
Popup messages explain the game mechanics well.
The learning curve is smooth and intuitive.
Tutorial + Normal mode = perfect combo for onboarding.
Consider slightly nerfing or rebalancing the Onion and Bee enemies, especially for earlier encounters.
Add a confirmation sound when selecting difficulty to improve UI responsiveness.
The shark bite mechanic could use clarification or tweaking.
Everything else — controls, music, UI, difficulty progression, and visuals — is highly polished and impressive.
RogueBlock is a very well-made game. It has a clean design, engaging atmosphere, and a solid foundation that makes it enjoyable to play and replay. The difficulty system is motivating, and the content is accessible but challenging where it needs to be.
Thank you for allowing me to test and share feedback. If you ever need further reports or help testing future versions, I’ll be happy to assist again.
I’d be more than happy to playtest any future updates you release — the RogueBlock experience was genuinely great, and it’s clearly a high-quality and very entertaining game.
Tester: Fabián González (GonzaTester)
Tested on: PC – Browser version
Role: Beginner QA Tester in training
Hi! I recently played PROXY on browser and wanted to thank you for sharing your project. As someone currently learning to be a game tester, I really enjoy trying experimental games like this — especially those made as learning projects. For a first project using Pygame, you’ve done a great job creating a unique atmosphere and functional gameplay. Below is a detailed report with observations, feedback, and suggestions to help you improve and grow as a developer.
- Controls are generally smooth and responsive. - I'm used to interacting with the “E” key, but Z and X were perfectly functional and didn’t feel uncomfortable once I adapted. - The navigation between scenes and menus works well. - There were no major control bugs or delays. ✅ Suggestion: You could consider offering an alternate control scheme (e.g., E or Enter for interaction), or allow players to remap keys.
- While the game features dialogues with various NPCs, I couldn’t clearly understand the objective or purpose during the playthrough. -However, since you mentioned in your post that the story doesn’t really make sense (by design), this is understandable. ✅ Suggestion: Even if the story is abstract, adding a bit more context to the dialogues or world-building clues would help players connect with the game and understand their actions.
- When I first opened the game, the screen remained completely white for around 1–2 minutes before loading. This might confuse players who think the game isn’t working. - After loading, I experienced no bugs, crashes, or freezes during gameplay.
- The overall art direction is minimalist and charming, which fits well with the concept of a learning project. - However, the character at the bottom of the map (possibly a knight?) looks more like an object than a living character, which made me unsure whether I could interact with him. ✅ Suggestion: Consider updating the character sprite slightly to make it more recognizable as an NPC.
- I managed to reach two different endings, which was a really nice surprise! - The red visual effect before the ending was a great touch and added tension. - That said, I wasn’t able to clearly identify what triggered each ending or what their meaning was. ✅ Suggestion: You might consider giving players a subtle hint — maybe a final line of dialogue or visual cue — to differentiate the two endings (e.g., good vs bad, success vs failure).
- The music was simple but set the mood nicely. - There were no sound effects (e.g., footsteps, text clicks, interactions), which made the game world feel a bit empty at times. ✅ Suggestion: Adding even very minimal sound effects would improve player immersion and make actions feel more responsive.
For a beginner-level project, PROXY has a lot of heart and creativity. The minimalist world, atmospheric design, and functional systems show that you learned a lot working with Pygame. There’s clearly a strong foundation here. With a few adjustments — like adding clearer objectives, fixing visual ambiguity with NPCs, and including small UX improvements — this could become a great prototype for a larger game or simply a strong entry in your dev portfolio. Thanks again for sharing your work. I’d be happy to test anything else you make in the future!
— Fabián González (GonzaTester)
Hi! I just played PROXY and I wanted to thank you for sharing your project.
I’m a game tester in training, and I really appreciate these kinds of games where developers are experimenting and learning.
I’d love to give you some constructive feedback based on my experience — both what I liked and a few suggestions for improvement. Would you prefer that I send you a short report or post it directly here?
Great job with your work in Pygame — I can tell you learned a lot. Looking forward to your next project!
Hi! I just finished testing Aston and I’ve prepared a short feedback report with my impressions and suggestions.
I’d like to share it with you and was wondering what method you’d prefer. I can send it via email, share it as a Word or PDF document, or if you prefer, I can simply post the full feedback here on the game’s page.
Whatever works best for you — just let me know and I’ll send it right away.
Thanks again for the opportunity to test your game!
— GonzaTester
Hi! I’m Fabián González, a game tester in training.
I saw your recent update for RogueBlock and I’d love to help by testing your game and providing useful feedback.
Before I start, is there anything specific you’d like me to focus on during the playtest?
(e.g., mechanics, bugs, balancing, difficulty, UI, etc.)
I'm happy to test it on PC and share a short report with any issues I find and my overall impressions.
Looking forward to your response, and congrats on your latest update!
Hi! I really enjoyed your game "Car Parking".
I'm a game tester in training and I'm looking to collaborate with developers by providing helpful feedback.
If you're interested, I can play your game and send you a short report with bugs, suggestions, and my overall experience.
Best of luck with your development
Hello!
My name is Fabian González, and I would love to help test Pretty Cat Salon. I’m experienced in providing honest and detailed feedback to help developers improve their games.
I have a gaming PC and an Android phone, so I can test on different devices. Could you please share a link where I can download the game to start testing?
Please let me know how you’d prefer me to send my feedback.
Thank you very much for this opportunity!
Best regards, Fabian González
Hello,
My name is Fabian González, and I’m very interested in volunteering as a tester for your Simple GUI Kit LITE version. I have experience testing indie projects and enjoy providing clear and constructive feedback to help improve usability and user experience.
I have Ren'Py 8.3.7 installed and I’m ready to follow your instructions to test the kit, change the colors, and report any issues or suggestions regarding the clarity of your guide.
Please let me know if there’s anything specific you want me to focus on during testing.
Thank you for this opportunity. I look forward to contributing to your project.
Best regards,
Fabian González
Hello!
My name is Fabian González. I’m an aspiring volunteer game tester and I’d love to support your project by providing clear and honest feedback to help you polish your game before launch.
I have a gaming PC and an Android phone, so I can test on mobile easily. However, I noticed that the Google Play test link doesn’t seem to work for me — could you please check it or share an updated link?
I’m ready to start testing as soon as possible. Please let me know how you’d like to receive my feedback.
Thank you very much for this opportunity!
Best regards, Fabian González
Hello!
My name is Fabian González, and I’m very interested in helping with your project as a volunteer tester. I have experience testing indie games as a hobby, and I’m currently focused on gaining more experience to help developers improve their projects before launch.
I own a gaming PC and an Android phone (Android 11+), so I can test on mobile and share detailed feedback about bugs, user experience, and overall gameplay. I always try to provide clear reports with screenshots or videos if needed.
I really appreciate that you’re giving independent testers the chance to contribute. I’d be glad to test your game and share honest feedback about what works well and what could be improved.
Could you please let me know how you prefer to receive my feedback — by email, a form, or here in the comments? I’m ready to get started as soon as possible.
Thank you very much for this opportunity. I look forward to helping you with your project!
Best regards, Fabian González