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hythrain

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A member registered Mar 11, 2023

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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Before I get into the feedback proper, I want to note two things. First, I recommend changing the game to NOT start in fullscreen. Renpy can sometimes misbehave and make it that players can't see their cursor, which happens to me. Starting in Windowed mode lets people navigate the menus without this issue. I also think you should slow down the first few screens when starting the game so players can fully read the warnings and information you're giving. With that said, time to dive into this.

For visual novels, what I do is focus on the dialogue and narration to achieve two main goals. The first is to ensure the writing itself is clean: easy to understand what each part of a sentence is talking about, catch punctuation mistakes, and try to avoid bloat and repetitiveness in lines. The second is to ensure the logic the story presents, including the order of things happening, makes sense.

I'll admit that when I started this one up and read the warning of what this would be about, I was a bit excited. I wanted to see what this story would tell. While early on there were some issues with some sentences feeling oddly worded, this is easy to fix. However, eventually I realized there were some other issues going on, which will come out at the end. I'm going to go through my notes in order, as these will also be in the order that they happen in the game.

"The smell of fresh summer air drifting into the small, shabby room, mingles with the aroma of coffee filling the cafe and settling over the dusty checkerboard floor." This sentence is complicated in how it's presented and can be weird to read. It may work better like this: "The smell of fresh, summer air drifts into the small, shabby room and begins to mingle with the aroma of coffee that fills the cafe, settling over the dusty checkerboard floor."

Mika refers to the main character as Levi, but the labels for dialogue boxes call him Lewis (also, his name label is hard to read due to being black when a lot of backgrounds are dark as well). She even calls him Levis later on, which he also calls himself. Getting all of these to a single consistent name would be a good idea.

"The look on her face makes it clear that she wants to hear everything" This begins a trend of mixing what tense you're using. Some sentences are written in past tense, some in present tense. Since I think going in past tense works better for this story, this line needs to be changed. Specifically, the word "makes" needs to be changed to "made." I won't be covering all instances of wrong tense, but I wanted to bring it up here.

"I don't even know where to start..." Except he clearly does, as it starts with his mother's death. I feel like this could be cleaned up. As an aside, if he lived in this town and it was when his mother died that he moved, shouldn't Mika know she died?

"Everything has changed after that day." Remove the word "has." It's not needed here.

"All my life, I've been suffocated by fear. More than anything in the world, I love music. But..." The transition of dialogue from talking about his fear to talking about his love of music is weird. These need to be connected better to show that he loves music but that his fears prevent him from continuing it.

"It's my hometown after all." Remove the words "after all." They're not needed.

"And the emptiness that was left behind when my mother was gone has only grown." This sentence is worded poorly. I'll give you two different ways for this one:

1. "And the emptiness that was left behind after my mother was gone has only grown."
2. "And the emptiness that was left behind when my mother passed away has only grown."

"I feel like someone has actually listened to me." This sentence should be about Mika to match the previously line. Something like this: "I feel like she's actually listening to me."

"She pulls a crumpled piece of paper from the pocket of her jeans and tosses it onto the table. Then, without another word, she turns and heads for the exit." I was originally going to say to change this to say she pulls the paper from her pocket, but then I realized... wasn't she sitting before? Nothing was said to indicate she got up.

... Is that a picture of Michael Jackson with a wig? XD

"won't let me sleep, eat or live in peace." Besides lacking capitalization, it feels disjointed from the previous line. It goes from Levi talking about what his head is shouting at him to this. It could use some better bridging.

"Someone I know told me about it." Remove the words "about it." They're not needed.

"More than anything right now, I want to get myself back... myself." I feel something is missing here for this line to make sense. I can't say what precisely because to fix it requires fixing the more in the line, but I want to identify it for you.

There's an empty line when you first go into the church, making the player click a second time. Would recommend clearing that out.

This is the first time that the story makes mention of the Surface and I have to ask... what's the Surface? Players need context for this so they understand what you're saying. Even if the Surface is supposed to be slang for something, it should still be explained.

"This swarthy girl barely comes up to my waist." If Liliya was this short, she'd be a dwarf. Her artwork doesn't make her look like one. You'd be better saying she barely comes up to his chest.

From this point on, the name Mikael/Michael is given many times. They're different spellings but they're used for the same name. The question is... which is supposed to be the spelling? Michael is the spelling for a guy's name, but I eventually learned that this character is supposed to be a woman, which would be Mikael.

"There's still plenty of time. Give it time, and he'll end up on that stage." Instead of using the word "time" again in such close proximity, let's change this. Instead, change the second part of this line to "Just wait and he'll end up on that stage."

At this point, the name Kletzerg is dropped in narration. However, the player doesn't know who this is. Either this is the wrong name or this is something we're supposed to meet later. I suspect it's supposed to be Yan, which makes sense since Yan is the one who gives the drinks.

"But every time he sees An writing in agony..." Since the player is still getting used to the names of characters and the world, it's better to save nicknames for now. Just use Anatan's name.

You describe Liliya's expression as frightening, but was it? It just seemed dead to me.

There was another name mix up as well where Yan is called as "Jan." I suspect that his name is supposed to be spelled as Jan but pronounced as Yan, in which case calling him Yan in English is a better idea.

"Michael has an arm around the happy girl, her hand resting possessively on her shoulder." Ignoring the issue of Mikael's name, this sentence is strange. First, between where Mikael's hand is in the picture and where Mikael is relative to Liliya, Mikael can't have her arm "around" Liliya. Second, the multiple use of "her" in the second part can create confusion about who you're talking to. I think what you'd want is something like this. "Mikael is close to the happy girl, resting a hand possessively on her shoulder."

And for the final note, and where I ended up stopping in the game... the entire scene of Levi confronting Jay is strange. So much of it is written as though it happens in the club, yet it's happening in the coffee shop. This needs to be corrected. I also feel like Jay should be trying to deny being Yan and that it should be when Levi pulls out the pendant that Jay's act drops and he exposes himself. This would have the confrontation make more sense.

And that's the end of my notes. I'll admit that parts of the story are very confusing, but that's also because of the very nature of the story and how the drugs that people are taking cause them to forget things. One thing I didn't make a note of but which I realize now is a problem is how, at one point, Anatan refers to his mother as having "left" him when she actually died. Yet if his memories are messed up, shouldn't he not even remember her? It's weird that he remembers her. It's even weirder when, later on, he remembers she died.

There's still work to be done, but I can see this being a very interesting story.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Wow, this is a cool game! It made me feel so dang smart! I'll admit I didn't get much into the condition symbols and instead just focused on trying to do the ascends, but once I started to understand what I was doing it just felt so dang good!

That said, I'll admit that it took me a while to understand what was going on, particularly with fuses. I didn't understand how the fuses worked at first. It took me a while to realize that what fuses did was always output something that the two fused pieces didn't have while retaining whatever they shared. This might have been explained in the tutorial, in which case I think the tutorial should expand on it more by making the player do more of it so they can observe multiple times what's going on, letting them see multiple fuses to better establish what's going on. Otherwise, I worry it can get lost very quickly.

There are two other things I think would be beneficial for the game. First, the player should be outright told that they can only have one of each full piece type, which I'm going to refer to as cards for writing simplicity. I had rounds where I'd be drawing the starting cards, only for one card to just poof away into another and for me to draw a new card. I didn't understand what was going on. It wasn't until I was starting to figure out fusing and ended up fusing a duplicate, which then immediately was absorbed into the first one, that I realized what was happening. I assume the reason behind this is because if players tried to fuse those two, they'd come out the same. So making it obvious to the player that you can't have duplicates would help a lot. To go with this, any time the player draws a card and it's a duplicate, there should be something to inform the player that they got a duplicate and are getting a new card.

Another thing I'd like to see is a function to sort the cards you have. One thing I was repeatedly doing while playing was manually sorting them to keep colours together before ordering them by number and then shape. This helped me better grasp the cards I had and allowed me to think about the combinations I could make. Along with a sorting option, you could also put in a Shuffle button that puts the cards in a random order for those who would benefit from that sort of function.

Other than these things, I got nothing. This game is really solid and I want to play more! If I was ending my stream right now, I'd be doing that!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

When I realized the type of game this was, I decided to just run it on the bottom of my screen during my streams. My intent was to just go through the whole event to see if I could get all of the upgrades during the event, and then I would leave my feedback at the end. However, I now have all of the currently available upgrades and feel like I've messed with it enough to give some proper feedback now. So rather than wait... here I am!

So first, I want to note that I was very confused when I started it up. While the game has starting values for the four different properties of a ramen, one thing it doesn't have is a default price! Instead, it sets it to 0. This means that, if you're not paying attention, you could waste a lot of time and not earn any money. However, I was also confused when... it seemed like my customers weren't paying me what I had priced the ramen at. I eventually realized this was wrong, but the nature of them dropping multiple coins really threw me off. I feel like this would be better if they just dropped one coin and that coin was what the cost of the ramen was.

I also found that the way the ingredients were to work was confusing. It took me a while to finally figure out the ideal settings to make customers happy, but there's something about the aspect of "they won't pay full price if it's not good" that doesn't sit with me. I think it'd be better if they still paid the price, but that if they really enjoyed it that they're willing to give more. I know tipping isn't a thing in Japanese culture, but the use of English writing in this means you intend for it to reach an English audience. In North America, tipping is absolutely a thing. Thus, I would say this idea could work for a game.

Next... uhh, what does the New Menu button even do? I've tried pressing it but it does nothing. Is this something that hasn't been put into the game yet? If so, why have it there now? It just creates confusion.

One thing that drove me insane was how insanely picky customers were about price. When I set my ramen to 5 yen, they were happy with it. Yet the moment I made it 6 yen? Everyone says it's too expensive! Now correct me if I'm wrong, but isn't a yen about equal to a cent in USD? So I'm selling ramen at 5 cents? That feels insanely cheap! For every customer to balk at a price of 6 yen feels weird to me. Now I know the reason behind this, too. It's because you want money to be slow earning. You don't want a player to speed through the game. After all, it's meant as a sort of productivity tool. It takes time. Being able to set really high prices would also devalue the need to add new menu items down the road (which is what I assume we'll eventually be able to do). However, I just feel like there should be some balance here where increasing the price will cause some customers to be turned away but not everyone. You could then scale it where the higher the price is from an acceptable price point, the more turn away. This would mean that the player needs to be even more productive to generate more potential customers to get more potential sales. Wouldn't that fit with the idea of what you want out of this?

Lastly... as someone who doesn't know a lot about ramen, it'd be nice if the game had something built in that explained what the different ingredients did and maybe even explained how they can work together. Right now you have noodles just listed as "Noodles" but I think it'd be cool if, down the road, you had different types of noodles and could use the game to teach how different ingredients work with different noodles. That way it not only would be a fun productivity tool but would even impart knowledge of making ramen to those who use it, thereby informing them of what Japanese people look for when it comes to good ramen and giving them a new appreciation for it.

Overall, fun experience! I hope it goes places! :D

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

So I love D&D. I also love Inscryption. This clearly takes inspiration from both of those and I'm all for that.

What I'm not for is just how utterly brutal this game is. I'm going to dive into this at the end as I think this is the most important thing to cover, though. I first want to cover a few things I made notes of.

First, I don't understand why my inventory comes up when I try to rest on the couch. What does the game want from me? I was going through my inventory while trying to find whatever relevant item I needed, yet nothing seemed to work. It would be helpful if the game did more to tell me what it wanted.

I also felt that the way to cancel out of an ability was a little confusing. I would assume it'd be the bottom most button, which happened to be labelled as "Back." However, it's not this. It's the button above it labelled "Cancel." Choosing "Back" causes the player to back away from the game board and stand up, which I feel like doesn't make sense to do in the middle of a fight since... well, what does this even allow the player to do? It's not like they can move around and change their perspective on the board.

Speaking of getting up and moving around... while I understand the intent of the fixed perspective, I feel like that doesn't belong here. In tabletop games, players are always able to get up and move around. You even let the player do the first part of this. As such, I think it would be good if the player could also look around the entire thing instead of being limited to a specific view. It would also make some of the controls actually useful or at the very least allow you to replace them with useful controls (like leaning to one side. When I used this, it didn't feel like it was giving me a better view to see things. It just made things worse).

Next, I want to address the dice rolling. When I first began experiencing terror rolls, I had no idea what was considered a good roll. It would be nice for the player to be made aware of what they don't want instead of just having no idea whatsoever until they get the bad roll. I also felt like the stamina system for rolls is very punishing, given how it only decreases if you fail a roll.

And this lets me get to the heart of the matter: the game's absurd brutality. In D&D, your dice rolls are typically combined with your stats to come up with a final result. This final result then needs to exceed a certain amount to be successful. While a low roll can be punishing, it doesn't outright mean you've failed the roll... unless, of course, you roll a 1 and get a critical failure. Similarly, a high roll doesn't necessarily mean you'll succeed if the skill check is very high, unless you roll a 20 and get a critical success. The main point in these is that you're not bound purely by the luck of the dice on whether you succeed or not.

However, the way dice rolls work in this is that you have to roll a D20 and get a number that is equal to or lower than the stat the character is using for that ability. This means that, from the very start, each die roll has a less than 50% chance to get what you need. While rolling more dice does increase the chances of success, failure means you reduce your stamina and have less dice to roll in the future. On top of this, some actions only give you a few dice and some use stats that are so low that you just don't really have a chance to get them, increasing the odds of failure.

From the start of the game through the first fight with a shadow and then into the second fight against the two guys trying to steal my batteries, I had far more failures than successes even when always using maximum dice. When I closed the game, I had already lost my warrior in the second fight and was about to lose another character because... the enemies don't seem to be subject to dice rolls on whether their abilities hit or not, only about how much damage they do.

Now I know this takes inspiration from Inscryption, which can also be a bit brutal at times. However, one thing that Inscryption has is that the person you're playing against has the same limitations as you do. They're bound to the same rules. If enemies had to roll dice in order to succeed with their attacks with the same low odds the player has, this would be different. This isn't the case, though.

So how can this be improved? There are a few ways. First, you could increase base stats across the board so players have better odds of getting a good roll. You could also use different types of die depending on the situation. For example, using a D10 or D12 in normal fights, then saving the D20 for fights that are supposed to be harder. You could also overhaul the way the dice rolls work to get something closer to what D&D does. However, I think that the one thing that should be done is that enemies should be bound to the same rules as you. They should be subject to the same dice you use and should be subject to things like terror. When enemies get to play by different rules when the game is skewed against the player, it makes the game unfair. When the game is unfair, it means the game stops being fun. When the game stops being fun, it means players won't play it anymore and will tell others to not play it. When that happens... well, now your game won't sell and you wasted your time and money on its development. So no matter what, this needs to be addressed.

And that's all I got. I wish you luck with the game. If you do change things up, feel free to hit me up and I'll happily try it again.

(1 edit)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I won't lie... I felt pretty brainless playing this. It felt like all I did was click to spawn a lot of cats in order to make progress, along with doing a few upgrades. Once I reached a point where the fights were getting difficult, I pulled out to see if I could "level" and then shortly after stopped to write this up. I'm just going to cover my notes in order here.

First, when I first started the game I wasn't able to read the tutorials correctly as they weren't setting themselves above all other text. It wasn't until I reloaded the game that this correct, but honestly it doesn't make sense that that was how it reset so... might be something going on in the code.

I also didn't like how I couldn't go Back when I was going to start the first level. While I understand why this was done, to me it felt kinda irksome. The only time it would work was when leaving the Upgrade screen.

I found it strange that so many of the starting cats you have are listed as Defender cats, yet they have better offensive stats than the very first cat, which is listed as a Melee. I think having something to explain what these titles mean would be helpful.

I also wish I had the ability to read the in-battle tutorials without the action going on, especially when it's one teaching me how to do something I may not know (like being able to direct a cat to attack something specific).

Next, you make use of ESC to access the pause menu. This in itself isn't a bad idea. However, right now the game can only be played in browser. If I happen to make the game fullscreen, pressing ESC doesn't issue the pause command but instead cancels fullscreen. I then have to hit ESC again to actually pause, and when I want to get back into the game I have to full screen it again. A secondary button for pausing would be ideal here.

One thing I found myself wishing was that I had the ability to deploy my cats using my keyboard. With how often you're hitting them, having to click over and over and over can get taxing on one's hands. I already suffer from hand problems due to a lifetime of gaming, and so things like this can cause me a lot of pain for no good reason. As an aside, I also feel like the rate you're spawning cats should be slower. Right now, it's a 2 second cooldown per cat. While changing this would also require changing a lot of the stages (particularly the harder ones) to compensate for the slower spawn rate, I think it would be better overall.

Speaking of spawning cats, why have only three set up when you start the player with 8? I assume this is because doing the first few levels with 8 would trivialize them, because that's exactly what happened. However, in that case it would be better if you just start the player with three and give them a lot of meteorite shards in those first few levels in order to build their starting roster. That way players learn the game without it being trivialized, and over the next few levels they get enough shards to fill the roster up.

I found it confusing that the difficulty of levels ramps up pretty quickly, only to suddenly drop again. By the end of the first page, you've gone from Easy to Very Hard. Then it drops back to Easy by the second level of the second page. What's the reasoning behind doing this?

And speaking of pages, I would recommend making it that when the player finishes a page of levels, it progresses to the next page automatically. I also think that levels that are beaten should have something on them to indicate they've been completed. At least with these, the player won't be faked out into thinking they cleared the area once they clear the first page. I say this because it almost happened to me and... well, I know that there are a lot of people out there who are dumber than me. I could see there being people who get to the end of the page (which was listed as "Very Hard" level) and then thinking they finished the area.

Lastly, this isn't from my notes but is a general thing... I wish this game required more from me mentally. Like I said at the beginning, all I was doing was brainlessly spawning cats over and over. After I did the first few levels, I ended up doing a bunch of upgrades and then just went on a brainless run until I finally encountered resistance in the levels. This made it feel less like a game and more like a task. Given how the cats seem to have different effects, I feel there could be a lot of ways to make this more strategic.

And that's all from me! I hope this helps!

Edit: Almost forgot... sometimes when I opened the game, there wouldn't be any sound. No idea why.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

So this was pretty fun! It gives a bit of a Legend of Zelda vibe with the top-down view and collecting treasures in dungeons. I also found the gameplay pretty simplistic.

Before I get into my feedback on the gameplay, I want to note some issues I had with remapping keys. Before I knew what the gameplay was going to be like, I had read the controls and wanted to change them to make my left face button be my first skill, my bottom face button be my second skill, my top face button be my third skill and the right face button be my shield. Of course, I eventually realized that this wasn't a good idea and switched it back (though I would argue that the bottom face button should be the default for the first skill, but that's just me), but before that I caught some problems. First, remapping the skills also remaps the confirm and cancel buttons, which I feel shouldn't be changed. Perhaps have the option to set those as their own controls, so players who are used to Nintendo style controls can set those to how they would like? Second, I noticed that certain in-game labels didn't update to the remapped buttons. For example, if I remapped what you initially labelled as the B button, then when I went to a rest it would still be labelled with B instead of whatever I set. Lastly, I think it'd be an idea to make the labels automatically change based on the player's controller. You already have support for the Switch Pro Controller in there (as evidenced by the fact that the game didn't go berserk when I used mine, which is what happens when developers don't put add the support in due to how the Pro Controller natively works on PC), so it'd be nice to see it pushed a bit further so that labels matched. Basically, this would have the X-Box controller remain with the current labels, the Pro Controller see A-B and X-Y switched, and a Playstation controller would become the symbols.

I also want to note one oddity I noticed... whenever I would pause the game for the first time after starting up, the game would freeze for a moment. Again, it was only for a moment but this feels like something that shouldn't happen.

Okay, now for the gameplay stuff. 

First, I noticed that enemies could start trapped in blocks. Depending on how deep into the blocks they are, they could become impossible to fight (I noticed this even happen in the dungeon with where you get the Compass Shield). While the Compass Shield and bombs can correct this, I feel like this can still look bad.

When I started up a second run, I noticed I had the option to upgrade the Compass Shield immediately despite not having the shield yet. While it seems the game does keep memory of items you've obtained in previous runs, it doesn't make sense to let me upgrade something I don't have yet.

I encountered a room design where it simply was not possible to get the reward in the middle without taking damage from spikes. I don't know how common this may come up, but I feel like when this happens that the rewards should just be far better. Either that or there should always be a way to get to the reward without taking damage.

One thing I don't remember learning about was that bombs remain active if you move rooms, which is something I think players should be made aware of. I ended up testing this myself after I encountered a room where the only way to progress further into it from the door I took was to plant a bomb, but the only way I could stay safe from the bomb was to leave the room (There was another way into this room, but it was all spiked off). While personally I'd rather see it that I wouldn't have to leave the room (and instead the rooms are always designed to give me room so long as I place the bomb correctly), if the player at least is informed that bombs keep going when in another room then this would be fine. In fact, I would say that there should be a tutorial room to show them this.

Is there any correlation between how I touch enemies and how the fight begins? For example, if an enemy touches my backside then do they start behind me? Or if I touch an enemy on their left side, do I start on their left side in the fight? I ask because I noticed that fights were inconsistent about how the player starts relative to the enemies, even when doing additional encounters with the same enemies. I'd either like to see it remain consistent in some way (either all fights start with the player on the left side of the arena or each enemy has a specific start that never changes when you encounter it on the field) or to have it that how you touch the enemy matters (so an enemy touching you from behind means it starts behind you, and the side of the enemy you're on determines which side you start on).

I also understand that the design of combat is pretty simplistic because the game is supposed to be more about the stuff you deal with outside combat, but I do wish it was more engaging than it is right now. Currently, it's just to occasionally use skills and then perform dodges and shields. Part of me wishes I had more control over the fight and more ways to do stuff, even if that meant taking away the simplicity of it.

Lastly, there's one thing I'm still rather iffy on... the trail of darkness. One thing I find that the trail of darkness prevents is backtracking. If you want to return to a previous town to buy supplies or realized you missed a dungeon, now you're just putting yourself at risk for a Dark Dungeon, which I realized are just insanely deadly. While I'm not opposed to the idea outright, I feel like it needs some tweaks to improve it. I'm going to offer a list of various ideas that I think could help.

1. Make the Trail of Darkness start later. Give the player time to adjust to their run before it starts becoming a problem. There should be a key boss that the player has to defeat before it begins.

2. Slow how fast the Trail of Darkness grows so that the player can more easily do backtracking without putting Dark Dungeons in their way.

3. Don't make it that every tile gets the Trial of Darkness. Instead, make it only appear every few tiles. That way, the player has more wiggle room to backtrack.

4. Create ways for the player to erase the Trail of Darkness.

I think that's everything I got! Good luck with the game and I hope to see more!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Something about this reminds me of old text based DOS games where you just had to figure out everything for yourself. The design of it is more simplistic and it's a lot more clear about what you're doing, though. I can see this being pretty fun.

What isn't fun, however, is how hard parts of this game can be to read. There's a lot of small fonts and heavy use of italics, all combined with font colours that don't stand out well enough against the dark backgrounds. I found that I had to increase my browser's text size to 130% in order to ensure I could read everything clearly enough. This shouldn't be necessary, though.

What also isn't fun is having to scroll back up the page to check on my health and stamina while in fights, then scroll back down to choose what I wanted to do. This would all work far better if everything was contained on a single screen without the need to scroll. Currently, you dedicate a lot of space to a piece of artwork. It'd be better if this artwork encompassed the entire screen and all of the UI elements laid over it. It's not as important to see the entire image as it is to have the UI elements. Then when it comes to fights, you can ensure each fight places the UI elements such that the enemy in the artwork isn't covered.

From here, I want to bring up some gameplay issues I felt should be addressed. Let's start with equipment: what does each piece of equipment do? Since each area boss drops both a weapon and armour, as well as a ring, each of these must have different stats. I'd like to know what these stats are so I can make more informed choices about each one. Otherwise, it just feels random.

Next, there's a rather obvious flaw in the game's current design: there's no reason to ever use Attack. So if I'm not in a position where I need to restore stamina, my options to deal damage are Attack and Parry. The problem is that Parry is superior in every way; it takes less stamina to use, it completely prevents the enemy from dealing damage AND it does more damage than Attack does! There's just no reason to ever use Attack.

Now for what I feel is the biggest problem in the game: the dice rolling. When using Attack, Parry or Dodge, there's a random D20 roll. It seems to be that so long as you score 7 or higher, you succeed. This means that your ability to do anything is based on pure luck. If the player gets a string of failures, there's just nothing they can do about it. There should be something to give the player a bit more control on this.

For the last bit of this, I just have some notes of things that didn't quite fit into the other areas above.

First, I think that the player shouldn't have the option to return to where an NPC is once they've gone through the scene with them. It just clutters the options available to the player.

Second, what's stopping me from searching the cell anyway after freeing the prisoner? It's not like the prisoner is going to stop me. It'd be nice to see some logical reason for why I can't search the cell after they're gone.

And last but certainly not least... my name escapes me? What do you mean? The game literally JUST asked me my name! I said it was Bananaman! How can I not remember my own name when I just said it?! I'M BANANAMAN!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I was all ready for a silly experience of owing this weird cat a lot of money, but there were three things that just ruined it immediately and made me stop before I had truly gotten into it.

First and foremost, the text is too small. I had a hard time reading just about everything. And it's not like I have bad eyes. It's just legitimately to small. Between that and how fast text can pop up and disappear, it's just impossible to read. As such, I just never knew what was going on.

Second, the mechanic of having to click multiple times is insanely bad. If it were always a few clicks then I'd see this as okay, but sometimes you could be click dozens of times to make the calculation correct. That's just unacceptable. The only games I accept doing this are cookie clicker games, because at least then you're not on some sort of time limit (plus where you click never changes, so you can use an auto-clicker to do it if you really wanted). Either force equations to only require no more than 4 or 5 clicks or make it that the player can press and hold a mouse button to make a steady change.

Third, there is way too much happening at all times and virtually NONE of it is explained. From Mr. Weezer talking to cats causing chaos to random events that I don't understand what's going on. You need to slow the experience down, especially early on. Otherwise, you have nothing to ramp up to later on.

If you update the game, let me know and I'll come back to try and give it a deep dive.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I feel torn on this one. I love the visual aesthetics going on and found the style of it really creepy, and the music you have is pretty good too. However, I think the game design itself is flawed and needs work.

First, I think there should be more sounds. Right now you have the (admittedly good) music and the water spraying. There's no sound effects for getting hurt, though, nor any for when monsters spawn or perform certain attacks. I think both of these need to be rectified.

I also found the hitboxes for enemies to be massive. There were many times where I took damage while the monster was separated by a few pixels, which in turn makes it feel like I'm taking a lot of cheap shots. I had more than one death where it did not look or even feel like the enemy hit me.

Next was just how difficult it felt to even make progress due to an insanely high enemy spawn count. It felt like I barely ever had time to do damage to flowers or the infection because of enemies spawning. In the end, I had to cheese it a little by kiting the enemies around in a huge circle, starting on the outer walls of the room while letting the enemies keep building up and being stuck in the middle. It got repetitive and boring as a result.

Lastly was health, which just felt insanely unfair. The only means of healing is from taking a 30% heal between levels, but at default levels even the weakest enemy deals 20% of your max health. Thus I was better off never bothering with healing and instead just trying to use cheese kiting strategies to hopefully not get hit.

However, there are ways to fix ALL of this and make the game more engaging.

First, there should be cap for how many enemies can be up at a time. There should also be limitations on where enemies can spawn and how many can spawn: enemies should only spawn on infected areas, and the number that spawns should be based on the number of remaining flowers, with the number decreasing as flowers are destroyed. Once you've destroyed all flowers, no enemies should spawn.

Next, it should be possible to get experience from the infection that flowers spread should you clean around them but not kill them. While this sounds like it could lead to an infinite XP exploit, there's a way around this: a timer. Each level has a timer for how long you get to take to kill the flowers. If you don't have the flowers killed in time, an unkillable enemy spawns that just tears the player apart. Why only the flowers? Because monster spawns are tied to them. Destroy the flowers and nothing can spawn the monsters, meaning it's only a matter of time before you clear the level.

And third, there should be a way to check out what your stats are. Right now, the player can get upgrades but has no idea how many they've collected for each one. I'd suggest that there should be a stats screen so the player can check their full stats. This screen could also better clarify what each upgrade does (for example, stream cleaning vs. splash cleaning, as to me it feels like I'm only cleaning with splash cleaning).

These three things would improve the player experience while also preventing excessive cheesing. From here, you can introduce new monsters to deal with cheese strategies like kiting everything in the middle and force players to engage with the game properly.

And that's all I got. Good luck with the game!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I find myself challenged to write an introduction to this. I've played similar styles of games in the past in Feedback Quest and have generally had a good time, but aspects of this one just... left me confused. The first level that this happened in was... ugh, my memory is bad... Developmental Something. It's where the moment you spawn, there's a gravity block right on you. The gravity block then will make you automatically fall down and to the right, where you hit a green block to unlock something. If you don't do anything, though, the ball will roll and die the moment it reaches the red block below the green one (even though technically it shouldn't as you should be sent away from it. This level I struggled to figure out the solution, instead janking my way through this first part by hitting the orange block that sends you rightward, then nudging myself down to hit another orange block that fixes gravity to go down. I'd then jump the moment i hit it and use the momentum in the air to let me get up and over the ice blocks. What made this weird, though, is that there's clearly another key block I can't reach if I do this, making me feel like I didn't do the solution right.

Then I got to the level after, called... Glorbbz's Revenge? Huh? Who the heck is Glorbbz? This level just stumped me because it feels like you can't do it. When you hit the key blocks, it causes gravity blocks to fall in your path. Not a big deal on the first one as you can jump the gap with ease. The same cannot be said for the second one, though, where jumping the gap is impossible. So I thought maybe I need to land on the gravity blocks and jump, but that didn't work either. In the end, I gave up here in frustration because I legitimately don't see how it's possible unless there's something in the gameplay that I've not discovered yet that you, as the developer, would know about.

When it comes to feedback to improve the game, I'm honestly unsure what to say. I'd like to see if that catching the corner of a red block while rolling along other, more prominent blocks didn't kill me, but that's about it. I also think it'd be better if the player was taught about each block organically instead of having to read a "how to play" to have an idea of what each one does. Lastly... I'll be honest I hate the sounds of a guy when I jump. I'm a marble, not a person. Why do I sound like a person?

This is all I can give you, unfortunately. I don't really have much without being able to experience more of the game.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

While there have been a few vampire survivors during this event, this is the best one I've played so far. It has amazing music and a lot of weapons feel great to use, making it a lot of fun to mow down monsters. It also gives me some slight DOOM vibes, but this is more in the aesthetic I see than in the gameplay.

However, I'm not a fan of starting levels where you simply cannot win, especially when it happens when I'm still trying to figure out the controls (more no the controls in a bit). I'd rather see a first level that helps the player get used to the game, THEN give them the impossible level so they reset and begin a proper run. Otherwise, you're beginning the game with an instant death which can turn some people off.

Okay, brief note on the controls. Before I started, I decided to see what the controls were supposed to be (instead of just jumping in and seeing how well the game teaches me on its own). For some reason, when I went to see the controls, the game somehow jumped me direct to the gamepad controls. I thought this was a controller only game, until I noticed the game display using keyboard to interact when I bumped my mouse. I'm not sure why it went to the gamepad controls on its own, but there could be something going on there.

Onto other stuff, I want to recommend changing how you display text in the game. More specifically, you should remove the gradient you use on the font. Gradients on a bitmap font can be hard to read, especially if said gradients go towards whatever colour you're using for backgrounds. In this case, your tooltips have a dark, slightly transparent background, which makes the text harder to read (especially if you're moving fast). I'd say either you should remove the gradients and keep everything to single colours, or you keep the colours you choose for each gradient at a higher colour than what they are now.

I'll also say that I'm not a fan of money despawning in these sorts of games. Due to the sheer volume of enemies you deal with, vampire survivors often see the player moving away from whatever they're shooting. The end result is they're now moving AWAY from the money and have to jump into enemies and get harmed to collect it. While this can be seen as part of the challenge, it can also be really annoying to some. If you're going to make money despawn, I would say the base time should be a lot longer or that the default pick-up range is bigger (maybe even both) to make it easier for players to get their deserved rewards.

One thing I found myself wishing I could do was to organize the order of my weapons. You can do this when you have a spare weapon around, but it's time consuming and a little cumbersome. I'd love to see a way to organize one's weapons more easily.

Lastly, while some of the guns are really fun, others are just... dull. The Explosive Pistol. the Laser, the Grenade Launcher and the Faust all come to mind. The Faust would feel more fun if it was faster. The Grenade Launcher would be more fun if it had both more firing range and a bigger explosion radius. The Laser would be cooler if it could pass through enemies while firing, allow you to sweep through an army of enemies at once. Aaaaaand I got nothing for the Explosive Pistol. I just wasn't a fan of using it.

These were the main things I could think of bringing up. I hope they help you out!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is probably one of the most unique tower defense games I've seen, employing actual characters instead of actual towers and adding in RPG elements. It was a lot of fun to try out! I was also really impressed with some parts of foresight I saw, specifically how you thought about menu switching between the shop and the character screen while on the map (I found I could hit the two buttons on the bottom back and forth and it never broke anything).

Since this is also part visual novel, I did keep a mental note while playing to try and catch things that I normally do with other visual novels. There was one line where I thought it could use a rewrite (the line in the opening about an elven man, which I felt should remove the second use of the word "cave" to make it not feel as repetitive), and there was one general thing I wish the story had done: I wish character names weren't given to the player automatically until the name was said out loud. That way, players have to be introduced to characters. What could help facilitate this is a tweak to the beginning where it's the guildmaster's first day and they're first introduced to Yuki, then to Ragnar and Luna as needed. Once a character's name is said, whether from someone properly introducing themselves (as Aelwyn does later on) or from their name coming up in the conversation (much like how Yuki invokes Luna's name very early on, which could then act as the "introduction"), then it can be shown in narration dialogue. That way, names aren't revealed by narration before the player knows them.

In terms of the gameplay, one thing I found rather frustrating was how the only character I was ever able to start with was Yuki. While this makes sense and is fine in the first few levels, you eventually get to a point where, unless you specifically are giving all of the gear and talent points you get specifically to Yuki, she starts getting her ass kicked before you can really build your group up. In some fights, you really need two or even three characters to prevent someone from dying from the first enemies. I think the best way to resolve this would be to either given the player higher starting deployment points or to reduce the amount of deployment points needed for each character before you begin the level. It could even be done where specific fights encourage deploying specific characters first. As an example, the first fight with Valessia could be set up where she and Aelwyn take less points than other characters, making it a smart move to start with them. The logic behind it could be that because you're in the heart of elven territory, they know the land better and can thus be deployed faster.

I also found that the rate of gold feels really slow. I don't know if you plan to add more equipment down the road or if what the shop has will be everything it ever has, but it was taking 3-4 fights for me to buy anything. While I know I can get money from losses, I'd much rather just have it I get more money from winning and to have a better pace of gear. A higher money rate could also allow you to weaken starting items and to add more powerful stuff later in the game, fitting better with the RPG elements.

Lastly, I feel the design for the talent trees is a little awkward. They're based on weapons, but there's no visual consistency on where you start. You just have to find the one small icon that's glowing. While doing the weapon thing is a cool visual concept, I think it should be designed in such a way to remain visually consistent. For example, where the early talents start on the left or bottom and work their way right or up regardless of the weapon. That way, the player doesn't need to fumble around to figure out where the starting talent is for each character.

That's all I have! I hope to see more of this!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I'm always down for a good vampire survivor game, and this one was surprisingly well done. What I really liked was how  it has a built-in autoaim for the player, meaning all the player has to focus on is moving around (and building defences, but we'll get to that). I would've loved to see more animation from the zombos and the player, but for what it is now it's pretty good. Of course, there's room to make it better and I hope to cover the major areas of improvement right now.

First, I found it generally annoying that there wasn't the ability to visit shops between levels. I particularly felt this during the second level, when enemies were coming in so fast that I just didn't have time to do anything but fight. Part of this is due to the level structure, where the spawns are very close to home, and part of it is just how fast they appear compared to the levels before and after. I almost felt like it should've been the setting of the last level rather than the second.

I also felt like it should possible for the player to set up their defences before zombies start coming at them. I like the idea of some zombies roaming around that the player can kill to earn some starting cash, but I feel like the round shouldn't stop properly until they hit some sort of confirmation. That way, the player can take their time to learn the map and plan their defences. As a fun trade-off, this then makes it easier for you to give larger waves because now the player should feel more prepared for them.

Speaking of defences, it should be possible to pick up any placed defence item and to move them around. That way the player isn't screwed by a misclick.

I liked the randomly spawning chests that give the player more money. However, the player shouldn't have to wait for the money to spread out on the ground before it can be picked up. Instead, money from chests should just go straight to the player. I also don't think that money should despawn.

When it comes to shops, in particular the store that lets you get more defences, I'd say that instead of making it that what the player can get is completely random every time they buy something, make it that everything is accessible but the costs for each specific type of upgrade rises as you buy more of it. When I was playing, I just put my focus into grabbing any upgrade that affected my nail gun or my barricades, and typically I was always getting at least one of these. I had something like 8 nailguns that had huge range and did tons of damage, trivializing the third stage. Making it that you can buy everything but each time you buy that upgrade ups the cost of the next one means focusing on specific upgrades will eventually become too costly to be worth it, which in turn will encourage them to grab other upgrades.

Lastly... I'd say drop the voiceovers of "Begin!" When you hear it once, it's not a big deal. When you hear it several times in a single level, it can get really annoying.

Overall, fun experience! Hope you do more with it!

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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This was pretty fun to play! I kept going from "OMG EAT EAT EAT" to "OMG KILL KILL KILL" over and over and just had a smile on my face the whole time. However, twice I accidentally fat fingered hitting R while trying to press other buttons (E, 4, etc) and reset my game. Instead of putting the reset on a key, make it just an option in the menu?

So originally, my feedback was going to primarily be about how to have some control over what fish eat. However, as I was writing in and thinking of other things I thought could be useful, I realized this wasn't going to be adequate. So I'm going to just keep the food stuff as it is, but after it I'm going to dive into the new stuff.

Overall, the one thing I wish I had was control over what each fish would eat so that it could be easier to get specific mutations. I really felt this in the second level when I wanted to get one fish to upgrade with tank food, but everything else kept eating it. Of course, as fish it wouldn't entirely make sense to control what they eat. Instead, what I think should happen is two-fold:

1. Over time, fish should prefer food that relates to how they're evolving. So after evolving a few stages, a pure DPS fish should only want Meat, while a pure Tank fish should only want Ore.

2. There should be a way to feed a specific fish more directly. For example, perhaps you can click on a fish and directly feed it with a cooldown for using the ability on a per-fish basis (Something like the Chum, but more direct and singular).

With these, it would be a lot easier to maintain your fish. In addition, neither method would make it easy to get food to the extra fish that give you stuff (like the turtle and relic fish).

Actually, speaking of those extra fish... I didn't quite understand what relics did. For the most part, I was just dropping them in and letting the fish have at them. I'd love it if I could save up relics in an inventory and look them over to see what effects they have. Then if you incorporate the ideas above, you could make it that you can just give relics to specific fish (not on a cooldown, though, so it's more like you're "equipping" a fish with a relic). That way, the player can ensure relics go to the fish they want to have them. You'd also then be able to make more types of relics!

Okay, onto the new stuff.

As I was writing about wanting to know how much damage the player could do with left click, it occurred to me how I also wanted to know the stats of my individual fish. As far as I can tell, there's no system in game for doing this. You can't even click on a fish, as doing so just drops food. This leads me to realize that to do some of the things I suggested above would take some changes to how the game plays. So rather than let you have to figure that out on your own, I want to provide it as a suggestion.

Right now, the player chooses which food they want to drop and then left clicks to do so. However, I think there should be an option to not drop food at all. This could then be the mode you have to use when you want to attack an enemy fish (so if you're in food mode, you won't be attacking fish).  You can also click on individual fish to bring up a menu about that specific fish. This menu could not only give stats and let you directly feed a fish or assign a relic, but you could even NAME the fish. That would then make it all the more devastating if you lose the fish, as the ghost fish would then carry that name in the background. I would say that while in this menu, gameplay should pause so the player doesn't feel rushed.

One thing I almost forgot to bring up.... when a fish gets an upgrade, I recommend having a confirmation for the upgrade chosen. I had times where I was spamming food, only for an upgrade screen to pop up and I hit something I may not have wanted. Having a confirmation screen that intentionally puts the buttons in a place where the player is just unlikely to be spam clicking. I would say along the very top of the screen. This would be normally be a weird place to put them, but it would also avoid confirming a wrong upgrade.

Alright, I think that covers it! Good luck with the game and I hope to see more of it!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

I need to start this by making a confession: I generally don't like these types of games. I refer to them as "momentum" games, where the objective is you have to navigate around using controls that not responsive and where if you overdo things you'll likely just screw it up. They also tend to use what I call "tank" controls, where you use A and D to turn the character and use W to move forward, which I'm also generally not a fan of. Despite all of this, I wanted to play it and give it a chance because I HAVE seen some of these games that I do like. It's all about the game's design and how it treats it.

For the first couple of levels, I didn't feel there were any real problems. Then I got to the first level where you have a wall of floating spikes in the way, where you need to use an ability to push them out of the way. Now up front, I like the concept of this idea. Having a tool to let you force certain types of obstacles out of your way can be fun. What I wasn't as big of a fan of was how using the tool didn't just push the spikes: it also pushed ME in the opposite direction with quite a bit of force, making it that I then had to overcome that force to regain the careful momentum I had been using. Now maybe if this power could be used for other things - like, say, for pushing blocks quickly or for pushing buttons without need to get too close - I could see this as being okay. Sadly, it doesn't seem to impart a lot of force on blocks (moving them about the same or just a little less than how much it would move me if both myself and the block were sitting on the ground), meaning I was better off just using my body to do so, and it had no impact on buttons.

One thing I DID like, however, was how blocks I had to move would retain the progress I had made on them. Thus if I had gotten a block where I needed it to open a path, that path would stay open. I like this. You also had checkpoints, which made this even better! Nothing annoys me more in these games than getting so far through a level only to die right near the end and having to redo everything. These two things made this not the case and I do appreciate it.

But then I came to the part that... Look, I'll be honest; it just turned me off to this and I quit part way into the second level with them: enemies. There are blocks that, if you come within a certain range of them, will come at you and instantly destroy you. Not push you around, not block your path. They just outright destroy you. More than once, I ended up having these things attack me on a spawn point where I just repeatedly died until the enemy would self destruct (as a consequence of this, it would make it that I could no longer sit straight up on the spawn point and had to now navigate back into play at an angle that was disadvantageous to me).

There are honestly several problems with these enemies. For starters, between the size of the player character, the size of the enemies and the general amount of space you usually have for navigating around, these enemies have attack ranges that are just too big. There's just no way around them. Another problem is how quickly they can move. Where players have to work with the momentum gameplay and can have a hard time navigating around if they're going really fast, these things can go from 0 to 100 about as fast as Sonic the Hedgehog. It's outright impossible to get away from them without absolutely max speed, and even then I don't know. I never got the opportunity to try because they were ALWAYS perfectly in my way to prevent me from attempting. Essentially, this means that unless an enemy is far off your normal path, the only choice you have is to keep beating your head against these machines until they blow themselves up and clear the way.

Maybe these enemies could work if that tool that can push spikes away could also push them away or even destroy them, but this doesn't seem to be the case either.

Overall, right now this is a frustrating experience unless you're REALLY good at tank controls and know perfectly how to play these games to maximize speed. It's just not fun to play. You have some cool ideas here, but there would need to be some major changes before I even think about considering to try this again.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Holy crap, a top down pixel art horror game... NOT MADE IN RPG MAKER! This already caught my interest because I NEVER see top down pixel art horror games made in an engine outside of RPG Maker. From what the demo contains, it's decently spooky. Gives some really good vibes at parts. I love the use of a television show being the staging for what we're experiencing. That said, I can see room for improvement.

I'll start with some translation hiccups I caught. The Game Over screen and the text saying to interact when near a button all remain in Spanish if you set them to another language. There's also the signs meant to say "On Air" and "Applause," which were obviously made in Spanish first. Changing these could be more difficult, but this is one of those things that I think gives a game good polish when they make it also change with language changes.

Next, I want to move into some general gameplay aspects before moving into specific parts and the horror elements. First, I suggest either keeping the character perfectly centred while they're moving around. The way the game works (which I see in a lot of Unity games) is that when the player begins moving in a direction, the camera seems to lag behind them. What this results in is the player having less view of what's ahead of them and thus having less time to react. While this is a horror game and your vision is limited by the flashlight, I would argue this should still be done as it keeps things looking better instead of making the player feel like they have less vision. The only time I feel that the player should be taken out of the centre of the camera is when they're at a point where the game's boundary exists, where then the camera stops moving. Here it makes sense for the player to fall out of the centre. If you really want to make the screen shift with the player, then you should reverse how it's done and give the player more vision in front of them instead of less. Yes, even with the flashlight.

I also think you should make the flashlight wider such that you can easily see both walls on either side of you in certain hallways so long as you're roughly in the middle. The way it is now, you need to be perfectly in the middle of these hallways to just barely see either wall. What this can create is a scenario where a player is constantly switching to look to their sides to ensure they're not missing anything. Making the beam wider would make it so these hallways can just be walked down without a second thought. Obviously, this doesn't matter in larger rooms. It's just for certain halls. If you feel this makes it too wide, then give it some length as well to combine with the camera adjustments from above.

Speaking of the flashlight, it felt impossible to keep the light on enemies chasing me in certain places. First off, the flashlight doesn't outright stop them from moving. This means that the enemy will keep slowly getting closer to me and will eventually kill me. I tested this out pretty early on. I had assumed that putting the light on an enemy would eventually cause it to drop chase, but that never happened. Meanwhile, in some parts it's downright impossible to even hit them with it due to significantly reduced space created by other enemies. Essentially, these two things mean that if an enemy starts chasing you... that's it. You're done. Better off letting it catch you and starting over. This can just be frustrating.

And now... for more focus into the horror. So right as you start the game, you can go either left or right. Ultimately you end up going left while going right offers some fun horror flavour. Since you already incorporate elements where falls will open and close with certain actions, I feel like this should be set up where the player can't even go left until they've gone right to see the trail of blood splatters. This then makes it more scary when you finally come across the dog and notice the weird effects on it. I also think you shouldn't be able to miss the telephone (again, using closed paths that open up once you interact with the phone). These bits of flavour help ratchet the tension up.

I also think that the game should either make use of the dog sooner or should show us the dog later. Right now, seeing the dog is one of the first things you'll do in the game yet it doesn't show again in the demo. I'd rather either see it be used sooner (perhaps used during the big chase at the end of the demo instead of the mannequins) or should be revealed to the player later (like just before the mannequins).

Another thing I'd like to see is special music whenever the player is stuck seeing parts of the show. I think having a song that's meant to represent the show could be really good, especially because as the game progresses you could subvert its use and also use it for scary moments (like using a distorted version of the song that gets louder right before the player enters a certain section). Similarly, there are times where I think using atmospheric sounds or even silence would work better. Something that puts the player on edge for what's coming. Sometimes you pay it off, sometimes you don't. All of this just to keep the player guessing. Lastly in terms of sound, get some sound effects to represent things going. For example, when a you want to close the path behind the player off or open a path ahead of them, put in a sound of something scraping along. Then when they see the path behind them is closed off or a new path has opened, they can recognize what that sound means. Now you can throw that sound effect at them whenever you either want them to know something's change... or you want them to THINK something's changed.

When it comes to the death scenes, I think these would be done better if they're made with a first-person view in mind, giving them a bit of a jump scare element. So instead of us watching a monster come up beside the player character and killing him, create some cool looking images to make the monsters jump out at the player a bit. Make them feel like THEY are the ones in danger, not just the character they play as.

Overall, I like what you have and I want to see it be made scarier.

(2 edits)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is such a cute game! It's also such a great idea for a deck building game. Honestly, while playing it I found myself too enraptured to think about what I was going to say here for feedback!

The only thing I could think of was in regards how the cards just work and the gems. As I made my way through the levels in the demo, I continually found it more and more difficult to play the cards I wanted due to a lack of gems. This really came to a head when I got to the final stage and found myself just unable to get a maxed score for the audience. It made me wish I had more gems per round, especially once I started getting the cards that would do two colours at once. Since they only use one gem each, you just don't have the means to play another card with one of those colours unless it ALSO happens to have the same colour.

But maybe I'm misunderstanding part of the game, too. While playing, I kept aiming to never use a colour that wouldn't increase the audience or finale gauge in that round and it could be that this was the core problem I was having. In my mind, it felt like playing a colour I shouldn't play was somehow punishing.  Yet when I went back for another round, that didn't seem to be the case. Speaking of, I wish instead of returning to the title screen and seeming like the demo was done that it went into a proper round of the game. I only realized this when I went back into the game to check something out for this write-up and realized I could play more.

Now that I've done that second round, I think there's something else I have an issue with: the fact that what the audience wants is always the opposite of what will increase the finale launcher. I had a card that, when played, duplicated that card into the other launcher. This would be all well and good if things ever lined up to let me use it and increase both gauges but I never saw this happen once.

With this all said, I think I can see a few ways to improve the game and make it more interesting.

1. There should be times that what the audience wants in a round is the same thing that the finale launcher wants. That way, any card that has this duplication effect will actually be useful.

2. Unused gems should be carried over to the next round. You already have an animal who makes it harder if you don't use all of your gems. I feel like the best way to balance this out is if not using a gem allowed it to be in the next round, giving the player more options.

3. There should be more standard cards that only use one gem. When you start the game, every card you have takes two gems, and once you start getting cards that use one gem of two different colours it can be hard to use those gems up.

4. The player shouldn't completely discard their hand between rounds. While I wouldn't say they should keep all of their cards, I do think letting the player keep some would be a good idea. That way, if a player uses one card that draws another card and it ends up being something they can't use (because, say, it needs gems they don't have due to spending a gem to even draw the card), it's not a complete waste because they can hold onto it for the next round. There could be different ways to do this, from keeping all cards in hand and just filling the hand up with new cards to letting the player choose a certain number of cards they retain.

Otherwise, this game is adorable and fun and I plan to play more on my own. <3

P.S. I love the music. Could I get a copy of it? <3 I collect tracks from FQ events to use in my streams.

Edit: I'm playing the game on my own and I'm realizing that some of the things I brought up ARE in the game (such as getting more gems). I'm also realizing I didn't understand how the Locked function works. I didn't realize locking a colour meant you didn't need to have that gem anymore to use it.

Hello! Welcome to Feedback Quest 9! I'm Hythrain, a host and streamer. I'm currently playing your game live. If you want to see the video, let me know and I can link it to you afterwards. こんにちは!フィードバッククエスト9へようこそ!司会兼配信者のHythrainです。現在、皆さんのゲームプレイをライブ配信中です。動画をご覧になりたい方はお知らせください。後ほどリンクをお送りします。

I'm going to provide a Japanese translation for you of my feedback. I'll be using Google Translate for it, so it may have some writing issues. 私のフィードバックを日本語に翻訳してお送りします。Google翻訳を使用するため、多少の不自然な表現があるかもしれません。

The random placement of obstacles by the code can sometimes make it impossible to make progress. It would be better if it was always possible to make progress. That way, it would always be the player's responsibility if they lose. コードによる障害物のランダムな配置によって、ゲームを進めることが不可能になる場合がある。常にゲームを進められるようにした方が良いだろう。そうすれば、ゲームオーバーになった場合、それは常にプレイヤー自身の責任となる。

More animation when going up and down would be a great idea. Make it that the balloon inflates when going up and deflates when going down. Just don't change the size of its hit box. 上下動時のアニメーションをもっと増やすと良いアイデアですね。上昇時には風船が膨らみ、下降時にはしぼむようにすれば良いでしょう。ただし、当たり判定のサイズは変更しないでください。

Allow the player to go past the dimensions of the screen. When at the top of the screen, make it that the balloon can go off screen. Keep the rabbit on screen. When at the bottom of the screen, allow the rabbit to go below the screen. If the rabbit goes completely off screen, it counts as a loss. プレイヤーが画面の境界を超えて移動できるようにします。画面上部に到達したときは、風船が画面外に出られるようにします。ウサギは画面内に留まるようにします。画面下部に到達したときは、ウサギが画面下に移動できるようにします。ウサギが完全に画面外に出た場合は、敗北とみなします。

I like the song you have playing for this. If it's not made by AI, can I have a copy of it? 今流れている曲、気に入りました。もしAIが作った曲でないなら、コピーをいただけますか?

Thank you for joining Feedback Quest! I hope you enjoy the event! Good luck with your game. フィードバッククエストにご参加いただきありがとうございます!イベントを楽しんでいただければ幸いです!ゲームでの成功をお祈りしています。

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This game gave me some League of Legends vibes, and I wasn't alone in this as others in my chat brought up. This isn't a bad thing, just an interesting observation. Are you taking inspiration from LoL by chance?

I want to start with some minor things, which also happened to be the first things I noticed. For starters, when asked to choose which control scheme I wanted, the buttons labelled on the WASD controls were instead WAWD. Not a big deal, but figured I'd catch that for you now. I also noticed that when the tutorial asked me to do a dash, I actually couldn't do one until I did an attack. I also wish that pressing ESC brought up a menu rather than the "Exit Game?" screen as it does, especially since the most prominent buttons on it are "Confirm" and 'Wishlist" instead of "Confirm" and "Back." Going to a menu where the player can choose to go to Settings, the Title Screen, to Wishlist the game or the Exit Game would work better (And obviously, keep the confirmation screen when choosing Exit Game).

Now onto the actual gameplay. The first thing I took notice to was how moving around felt really sluggish. I was slow to start moving and slow to turn, and even my primary attack felt slow going out. While this can be nice for some players, even the folks in my chat who would prefer slower gameplay said it felt too slow.

Next, I feel that the left mouse click skill should continue working when holding the button rather than forcing the player to spam it to keep attacking. Not only does this wear a mouse down faster, but it can become painful for people who have issues with their hands like I do (I'm 41 years old and have had bouts of carpal tunnel in the past year and a half, so stuff like this can really cause me pain if I'm playing too long).

This next one is more personal preference but I think this would be better for presentation: I'd recommend reordering the skills you show on the bottom. Right now, they're shown in this order: Space, Q, Right Click, E, F, Left Click. Instead, make it this: Left Click, Right Click, Space, Q, E, F. This way, you're putting the primary skill first, followed by the secondary skill (right click), then dash, then other skills in order on the keyboard.

I have two more things regarding skill usage, but since I feel the strongest about them I want to make them last. Instead, I have some notes on the upgrades screen.

First, values aren't showing on the upgrade screen. As such, I don't know how strong of an effect each upgrade has, nor do I know how much they increase in rank. I also don't know if Vampirism is supposed to affect all skills or just some as whenever I thought to see if it was healing me, I couldn't see a difference (Showing numbers on the player's health bar could help this).

Next, I caught a bug where if you're moving when the upgrade screen comes up and then let go of whatever buttons you were pushing, you'll still be running once you get off the upgrade screen. I assume you're using a key up function to stop movement, so you may need to change this to reset movement once the upgrade screen appears (or even change the functions you're using).

Last on the upgrade screen, I suggest removing the timer when choosing an upgrade. That way, the player has time to read through everything and can make an informed and well thought choice.

Okay, onto the last parts. Both of these relate to how skills are used. I took note that when using all skills, the character will always use the skill in the direction of wherever the mouse cursor is. For the most part, this is fine. However, I don't think this is a good idea for the dash skill. Dashing it usually used to either get into a group or out of a group quickly. If you're running away but have your mouse pointed towards enemies behind you, dash will send you in. Similarly, if you're running into a group but you've not moved the mouse in yet, it'll send you out. Instead of how dashing works now, simply make it send the player whichever way they're facing. That way, they can control it by facing the way they want to go.

Next, I noticed that all skills besides left click and dash cause a slowdown in the game while you're holding the button for them. Personally I like this effect for the right click skill since you can then move the mouse to quickly change how you're using it, but this doesn't feel good with the Q, E and F skills. The reason for this is, at least for the starting character, the Right Click skill has a movement component to it, meaning it can be used as a tool to escape danger as much as to get into the fight. The cursor is also controlled by the mouse as well, so it's easy to hold it and then move the mouse with the same hand. However, holding Q, E or F require you to take a finger off of WASD to use. Holding any of them doesn't feel natural and it's more likely the player would be pressing these buttons quickly before returning to WASD. Because of this, I think these skills should just be used the moment they're pressed and not have this "hold to slow the action down" mechanic.

I think that's everything I got. Good luck with the game! :)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

So I want to like this game. I do. It looks like it could be a lot of fun. However, as it is right now I find it's just... not fun at all. I'm going to structure my notes in a relative order of smaller things to bigger ones.

To start off, I find the audio balancing to be just awful. I use a GoXLR to manage my sound meters and have some pretty good default levels to ensure most things should be audible but not too loud. The in-game music is incredibly loud, though. Like, excessively loud. Even in other games where they have volume controls set to max, nothing makes my OBS audio meters read higher than -30 dB unless I have it turned up. Normally, I aim for -36 dB for game audio. The music in this game sits at -24 dB as a standard level. On top of this, there are voice overs that, even when the music is completely off, I can barely hear. If the voice overs were making it hit -24 dB and the music was on the quiet side, that'd be more acceptable because voice overs are not constant.

Next, several times I was trying to read boxes you would pop up for tutorial purposes but they would go away on their own rather than when I told them to do so. As a streamer, I'm constantly looking at chat and talking with my audience, so missing this sort of information can be crucial. These sorts of things should never go away on their own. You'll be able to see in the VOD where this happened, but I recommend checking everything to see where it happens.

One thing I found weird was how the enemies talk in a way that doesn't make sense. I noticed this when one enemy said to me "Stop your little dice games and face me." I mean... what? The dice is a representation of combat, not what my character is actually doing in world. Why is the enemy talking about the gameplay as if it's an actual thing? This would make more sense if you were trying to break the fourth wall, but this makes more sense if the game was more comedic in nature rather than the serious design you have going on. This should be fixed.

I recommend making it that if the player gets a piece of gear for a slot that's currently empty, that new piece of gear should be automatically equipped. In addition, if they get additional gear for that slot then they should be prompted if they wish to equip it right away. This isn't like a normal RPG where upgrading your gear right away isn't going to harm you so negatively. In this sort of game, changing gear right away is integral and the game should constantly be ensuring the player isn't forgetting this. In my first run, it wasn't until I got my second piece of gear that I realized that the first piece didn't equip automatically.

Now we're starting to get into the more serious stuff. I'll be starting with talking about the dice and rings. I found the speed of which these all start to be incredibly fast. Also, despite reading the text talking about how to do dice rolls, I found it wasn't clear the first few times I rolled. It took me a few rolls (plus paying attention to what the computer was doing) before I started making sense of it. Because of this, I would suggest making this slower and to make it more clear in the text on what the player has to do. In fact, I would say that for the player's first time ever doing a dice roll, the game should guide them more specifically by preventing them from being able to miss. By this what I mean is that instead of being told how the dice roll works entirely upfront and then throwing the player into it, the player should just be told that when they go to roll the dice, a ring will appear and start shrinking. Then during the dice roll, the game specifically pauses when the ring is in position for a 5 or 6 and tells the player to press space right then to get a higher roll. That way, they press Space and get that 5 or 6. After this, they then do the second die and it repeats again. Afterwards, they can be told how the smaller the ring is, the higher their roll will be and that if they don't hit it in time, they'll fail to seal the roll and it'll be a 1. Finally, I think the ring speed should be slowed down a little... at least early into a run. I could see it getting slightly faster as you get further in, but to start off it should be slower to help the player out.

Speaking of rolls, I feel like the rolls of enemies aren't all that random. In fact, it almost feels like the computer will often roll at similar strength to me. While I utterly failed my first few rolls, so too did the computer. Yet several times when I would get 5-6 rolls, the computer followed up with 6-6 rolls. It also felt even worse when this happened multiple times when I would hit the Bet button on my winning, get a high roll and of course the computer beat me with a perfect roll. I know it's the nature of the game, but when it happens as often as I saw it for how short a time I played it feels pretty garbage and makes me suspect that there's coding in the game to let the computer cheat. Even if not true, this can negatively impact my enjoyment of the game and even drive me away from playing.

My next issue sits in a similar vein to the speed of the rings but is something I see on a higher level. After some (but not all attacks) there are suddenly additional things that the player has to do in a limited time. These equally go fast as well. However, I find the issue with these isn't the speed they go but rather the suddenness in which they appear. While the one that appears if I take a killing blow is at least consistent, the other one I encountered was not. Yet even when they were consistent, I found the speed of which they appear and start to just throw me off. I would like to suggest that these things take a moment before they start up, so the player has time to recognize "oh, I have to do this now" and is more mentally prepared. It doesn't need to be a long period of time; even one second before things start moving would work. It just needs to be long enough for the player to recognize what's going on and be prepared for what they have to do. Then if they miss, it feels more like their own fault for messing the timing up rather than feeling like it was thrown at them so suddenly.

And the last and most important issue I had... there's too much information being thrown at the player in a short period of time. One thing I pay close attention to when playing any game is how well the game teaches me how to play it. I look to see if things are taught in an organic manner, aka through the gameplay. When I booted this up and the first thing I saw was it telling me to read the Codex, which was just filled with so much text, I was worried this wouldn't have any organic teaching. This concern was heightened when I chose to immediately exit the Codex (Because I'm not going to sit here and do 30+ minutes of reading when I'm only giving a maximum of 45 minutes to play the game to write this feedback) only to find the game say something along the lines of "Did you read it all? If not, don't get mad at the dice because you didn't know how to play." As an aside, this is also a dumb thing to do. If I wasn't dedicated to playing as many games as I could in Feedback Quest, I would've closed your game right then and advised others to not play it either. Players are allowed to get mad at your game if you don't do a good job teaching them how to play.

Anyway, I was happy to find that the game DID make the attempt to teach more organically as I got playing. Yet my relief was quickly washed away when I realized I was being thrown tons of information very quickly. First I was trying to learn the different primary stats and how each affected gameplay, then I was learning about the classes and how each plays, then there's the instrument and its effects, then there's Reliquaries and Mastery, then Sigil Hunts and all of that information, then there's the Map and all of the information about that, then there's the actual combat and me being fed TONS of information about specific things. All in all, it got to be so much that I retained basically nothing. Instead, I had to just do things one step at a time to figure out on my own, only looking at something new once I figured out the previous thing through playing the game.

All of this is to say that you should take more time to teach the player. Don't give them access to everything from the start and then dump it all. Instead, only give them a few things at a time and use subsequent runs to teach more. I'll describe what I would do if I was making your game and hopefully this'll make sense.

First and foremost, I would start by not letting the player do stat allocation right away. Instead, I would give them a specific class to start their first run. I'd make it someone whose focus is on health, physical damage and physical defence, then make it that the only enemies the player would encounter in the first few parts of the first run would all be enemies that deal physical damage as well. From here, I would only let them do rolls. The first roll would be rigged to always be a good roll, while the enemy would always do a worse roll. That way, they start with an immediate success. In their second roll, I would let them try to do a roll on their own. After they roll, I'd tell them about rerolling (but not about the punishment, which doesn't happen in this first fight) and would advise them to do a reroll if they rolled below 6. Why 6? Because again I would force the enemy to do a low roll that can't exceed 5, so a 6 would ensure they also win that second roll. If they reroll and still get a low roll, the computer could beat them but it does low damage. I would then only progress the tutorial when they get another decent roll (which I would view as 6+).  No matter how they roll, the fight can't end until they've done the next primary part of the tutorial. So if the enemy reaches 1 HP, it will stay there until after they've done the next primary part of the tutorial. If the player's health gets too low (below 50%), I can throw the item healing tutorial at them but make it that any items they have are free to use.

Once they've had two decent rolls, I'd then use their next roll to teach them about that additional mechanic with the dial that spins around. Like the first time they rolled the dice, this would be rigged to ensure they have a great success. AFTER doing the dial would they be told about the different results they can get. At this point, the enemy can now be killed and the player can move onto the next fight.

To start this fight, I'd tell the player about betting and tell them to do a Win bet. When they roll, the computer always does worse to ensure the player wins the bet. After this, I'd tell them to do a Lose bet. When they roll, I'd make it impossible for them to roll 12 and ensure that the computer always wins by 1. However, since they did a Lose bet they'll gain +2 and win overall. After this, I would reveal the consequences of failing a bet. I'd then let them proceed through this fight on their own, throwing in the item tutorial whenever they drop below 50% health.

At the third fight, now I'd teach the player about the limit break thing. First, I'd have them take a negative effect in the first turn that will last for a few turns. In the second turn, I'd have them use the limit break so that in the third turn they remove the negative effects. Finally, I'd teach them about Dark Seal skills - again, making them use it so they see how it works - and then let them finish the fight. From here, they continue the run until they die.

Once they've died and they start their next run, NOW I give them stat allocation and tell them about classes. I would also unlock instruments for them and let them take the Lute, but I wouldn't do the other stuff. Instead, from each one function will be unlocked for each new run they do. So their third run would give them the Reliquary/Mastery page (and they would have their first mastery already waiting for them), and their fourth run would give them Sigil Hunt. Thanks to this, they've had a few runs at the game before they've been given access to everything. With everything gated in such a way, the player is able to focus on each part on their own.

And now, to cap it all off... If the player has no existing save data when they start the game, they'll be asked if they'd like their first runs to have tutorials. If they say yes, cool. If they say no, you warn the player that if they're new then it's recommended they do the tutorial. If they still say no, I'd then let them start the game as normal and not give them any tutorials. This way, it's 100% the player's fault if they say no.

Now obviously I wouldn't expect you to do things the way I described. Again, this is just how I'd do it. However, I do recommend having some sort of guided experience to make learning the game easier and to get away from massive info dumping. It'll make the game far more approachable.

And that's all I got! Let me know if you update the game, as I'd like to see how it improves. :)

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Normally when I play a game, I write notes down for when I get to the feedback part. However, I was having so much fun that I just didn't write anything I was thinking about down. This isn't to say there isn't feedback, just that the gameplay is so enjoyable that I didn't want to stop going.

The first thing that came to mind, which was first mentioned in my chat and which I agreed with, was the look of the lava. To me, it just looks like red water with a yellow surface. I'd love for the lava to have a more lava look. I also felt that overall the visuals were lacking. I'd love to see that improved as the game gets polished.

I noted how when you're moving through the air and grab a block from above, it can stop your momentum. I don't think this is a bad thing. I'm really glad it does this, especially when I did Falling. However, I'm unsure if this is your intent so I figured I'd mention it in case it wasn't. Again, I think it's fine and should stay!

Based on the game's design, I can't refer to any of the jumps in this as "blind jumps" since most of the time they require you to be swinging anyway. However, I did feel like some jumps were too difficult for when they're presented. For example, the long jump in... well, Long Jump. I found it required me to be going a specific speed and to jump at a very specific angle. Since it seems that jumping during a swing can lose some momentum, I kept feeling like I needed to start my swinging from a very specific point in the block. I'd love to see it that when doing any jump, you can have your grapple on any part of the block you're using and that there's some more leeway in your angle for launching. With regards to momentum, I think needing specific speeds is fine.

I noted that with some blocks, you would only get a certain amount of room to extend out due to either other blocks or terrain. While this is fine when you have a series of blocks in a short distance, as seen in Falling, I feel like in some place it's more problematic as you need bigger swings and more momentum to make progress. Since I didn't write things down, I can't recall which levels had this. I'd overall say that unless doing a series of blocks in a short distance, it should always be possible to get max distance on the rope even if it isn't needed.

I'll also admit, I got to Rising but I just found it really hard, especially compared to Endless. Maybe it's because I didn't understand how much vertical momentum I actually needed and kept assuming I needed more, but I struggled to get to the 350m mark you set as the first (chaos) emerald. I think what would be more interesting is if the blocks (which should also be in set positions rather than random each run) went further out more but not as high, then have the lava just rise slower (and not gain speed). That way, you can make the jumps with less vertical momentum. This could also then be fun for people who are more skilled at the game as they could skip some blocks by making more use of the vertical momentum. Lastly, as you progress higher up the jumps would become harder and harder, each block being higher but getting closer in terms of horizontal distance so you were relying more on vertical momentum.

Speaking of emeralds, I'd like to suggest that the emeralds you have to find be saved once you find them, even if you fail the level. Many levels have speed requirements to get all emeralds, and taking the time to find those emeralds means you'll likely not make the time. If you want to make it that you have to get these emeralds and make it to the goal in time to save all emeralds, I'd then also suggest giving more leeway to the timed aspect. For context, I felt this particularly in Falling where I didn't even bother going for the hidden emerald and it took me over 60 seconds to reach the end because of that one part of the level where you have to go relatively straight down but you can't see where you're going unless you extend out. If I had to get that hidden emerald first and THEN beat the level in (I think) 47 seconds, I'd never manage it.

All of this said, there was one major problem I felt I had: trying to grab some blocks. There was an instance where I was fairly confident I had hit the block with the grapple, but it just didn't grab and instead I fell to my death. There were also times, particularly during Falling, where I would attempt to grapple something and the grapple would overshoot a block but the rope would pass through it. I'd like to see it that the grapple has more leeway to ensure that so long as the graphic for the grapple touches a block (even if the main hit detection part doesn't), it's able to grab in a forced grab way. I'd also like to suggest a special Easy Mode function where, if your rope passes through a block, the grapple will then grab that block as well based on the closest point of the rope to the player that touches the block. You could even add an extra emerald in very specific stages (like Falling) for not using Easy Mode, but only display these emeralds if the player completes the level without using Easy Mode. That way, players who use Easy Mode won't even know these exist and won't feel punished for using it.

In terms of suggestions to expand the gameplay, I have a few ideas. First I think moving platforms and blocks could be interesting. This would, of course, really necessitate the idea above of making the grapple have an easier time grabbing blocks since grabbing a moving block could be challenging if the block is moving away from the player.

Another thing that I think could be helpful, which may be challenging to put in, are blocks that change in dimensions once you grab them. Right now, all of the blocks you can grab are just that: square blocks. However, one thing that could be useful for the player (and which could help with some of those sizing things I mentioned before) would be if some blocks (not all) would shift their dimensions when you grab them in certain spots. For example, if a block wants you to stand on it or grab from the bottom, perhaps once you're doing this it can shrink the sides to make it that the top and bottom are the more accessible parts. In this way, you can even indicate to the player what's the ideal way to grab the block as they're learning the levels. Again, this could be challenging to put in. It'd have to be done very careful to prevent hit detection problems. However, it could also be a useful learning tool for new players. Heck, this could even be part of that Easy Mode idea, meant to help teach the player how the levels work better so that they can more easily tackle them outside of Easy Mode.

I think that's all I can think of! This is honestly really fun, and if I get the chance I'm going to try and get better at it to get all them (chaos) emeralds.

I'm  making this reply with the context of what happened after playing your game... Baby Corn has now become so much more important. When the VOD comes out (which I'll be releasing some time next week), I recommend not only watching your game but the game after. It'll all make sense. :D

Auto save per level might be there and I just didn't notice, but I was thinking more in regards to the save function and how it works.

As for the limited colour... what I think would be interesting then is to make open spaces black instead of white. That way, the player can quickly recognize that white = solid while black = empty.

For the "bugs," hopefully the VOD will make these more clear. However, to summarize them... I found I couldn't exit the tutorial level unless I jumped first. I otherwise got caught on something. For the weird line, I noticed this at some point later in my playthrough but I would see a black vertical line that sat ABOVE the cross that acts as the player's targeting reticle. And for the third one, the second stage has platforms that shoot the player in a direction indicated by an arrow on them. However, the arrows looked slightly off. This one in particular should be more clear with the VOD, which will likely take me another few days to get up (I'm getting my first VODs set up now and setting up release days).

Finally, there are 3D games that have these platforms too. In fact, the first thing that comes to mind is another Mario game: Super Mario 3D Land and Super Mario 3D World!

Hearing that you contacted Szymanski and had his approval to include does make me far less concerned. I always try to keep legal stuff in mind since it's something most developers don't think of. Over the years with this event, we've had quite a few entries where I've brought up potential legal ramifications as I want to ensure those who take part in the event don't cause trouble for themselves.

I'm also glad to hear that some of my logical concerns were a matter of wording choices. For the one regarding skills needed, I think that could use some re-writing to ensure the objective you have gets across. I'm also glad to hear that more characters will have stuff to do.

One thing I didn't include in my post, which some in my stream felt to point out, was the fact that despite us being in a school meant to teach us how to torture people... we didn't get to do anything like that. I think it'd be great if, before you get to the part of the final assignment, we get to spend some time as students and... well, get to torture people. This could help add more gameplay while keeping the linear progression.

The wall I could walk on was in Szymanski's room.

As for the device I felt could be made better, I'm referring to the hydraulic press. Instead of only five pieces, it could be dozens of them with each being able to be done on their own. Just to explain what went through my head (before you can see the VOD), I'll use just one part of the body. Assuming the person is strapped down, you could make a small press for each part of a finger, which alone makes it at least 15 pieces per hand (one for each jointed section and then one for the main part of the hand), then repeat this idea on every limb with joints acting as separations. This could absolutely ratchet its ability to torture up as now instead of doing a single limb, you're doing just small pieces of it... writing this out, I now worry I actually may have been a serial killer in another life. XD

That's an interesting concept for the reason behind the game. I really like it. :)

I appreciate your honestly regarding how the game is designed.

Personally, I think it'd be more interesting if your classes were more balanced but each offered a different way to play the game, which would naturally make ranged classes have an easier time in the early game thanks to keeping out of harm's way more easily but would balance out more later on. However, that's just me. As for music, I appreciate you want to avoid using AI music. That said, there are many resources out there to find non-AI made music that could be temporarily used. I'll admit, I only brought up the music because the game honestly felt like it was a lot later in development than it seems it may be.

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Hi there! I wanted to make a quick post to just give you some information. Feedback Quest is an event intended for in-development games to get feedback in order to improve their gameplay or other elements that can affect the player's experience. It's important for me to establish this first so that the next part makes sense... nobody, whether developers or streamers, is going to be willing to pay for the game during this event (even if you put it at a discounted rate, which I noticed you had done). Because of this, it's unlikely that you're going to get any coverage from people connected with Feedback Quest.

If you're looking for genuine feedback to improve the game, then you need to make this available to players. The best way to do this is with a demo that provides up to an hour of gameplay so people can have enough game to experience what they'd need to in order to give feedback, but not enough that you're giving the game away entirely. However, if your intent is to promote your game and get some sales.., well, this isn't the place to do that as this event is NOT intended to help people make sales happen during it.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Being that this game is primarily a visual novel, I chose to do what I normally do for visual novels: focus on the writing to ensure lines are well written and that the logic of the story makes sense. However, I opted to not go about writing down every line I felt had a writing problem and instead just brought those things up while playing. You'll be able to see them in the VOD. Instead, I chose to focus on the story's logic and... honestly, there are some huge problems with it.

First and foremost, one of the things we learn early on is that students have to be both doctors and engineers to "work in this field." Since they'll be in this school for 10 years, I assume this means that after graduation they would then be able to "work in this field" and that the requirements given  have to be obtained before you can start in this school. This would mean having a doctorate and a diploma. I also assume that when you refer to "being a doctor" you specifically mean to be a physician, as otherwise there are a myriad of fields of study that produce doctorates (which is what you need to become a doctor) where you're not a physician.

Except there are two problems here. First and foremost, it typically takes 7 years to get a doctorate to be a physician.  If the characters are 28 when in their last year, this means they were 18 or 19 at the start. This means that to have a doctorate just to get into the school, they would've had to have spent years already studying both medicine AND engineering. In short, they would literally have to all be child geniuses to be where they are which is just so unlikely. So that's already a huge fail in logic.

Another problem is that when you become a physician, you have to take an oath known as the Hippocratic Oath. To boil it down, the Hippocratic Oath demands that physicians will not do anything unethical. This would include doing things that would intentionally cause harm to their patients. or even to people in general.  What this story suggests is that all of these people, after becoming physicians, abandoned their Hippocratic Oath. Besides the fact that doing so would see their doctorates revoked, meaning they'd no longer be physicians and thus would no longer have the qualifications to "work in this field," this is just something that feels insulting to physicians in general. Even in the context of this story, I have a difficult time believing that these people (who, again, have to be child geniuses) would all abandon that oath. It doesn't make sense. I would recommend dropping the idea that you need to be a physician and even an engineer, and rather change it to be that you have to show an aptitude in these fields instead.

I also would argue that literally including a currently living person in the game under the idea that they also went to this school is a bad idea. Why? Because it's so easy for someone to talk about this game's story then for someone else to take that out of context and then spread misinformation about that person. Now you suddenly have a potential libel issue going on. While I appreciate and love the call back to this person's work, you would be far better off changing both the person and the things they made to something made up. You can still do things in a way to make the call back, but don't use their actual name.

Next, I would argue that a deli slicer (what you called a meat slicer) is more well known than a dough roller machine. Deli slicers are far more common and are typically seen more by the public eye. Heck, you wouldn't even use a typical dough roller for donuts but rather a donut cutter roller. Dough rollers are more for bread, pie and pastries. Also, donuts are typically fried instead of baked (they can be baked, but it's less common). Given all this, you would be better off changing it from donuts to something like tarts.

With this all covered, there are some other things I wish to give thoughts on. First, why is it that Harry is the only person in the main group who has artwork? Why don't the others? Heck, why do Marcus and the currently living person have artwork before them? Why was I asked to save early on, given a single line of text and then asked to save again?

Lastly, I know this is intended as a type of visual novel but I feel like there's no gameplay for the player. The only time we get to move around is when we visit people (speaking of, I broke the first visit room. You can walk into the wall and climb all over it. Even more confusing is that doing this is the only way to reach the water cooler), and it doesn't provide anything. You'd be better off making this game in something like Renpy, where all you'd need is the text and the artwork. At least there, there's no expectation of having some sort of control.

Finally, I'd argue that the very first idea suggested is actually a really good one. It just needs more iteration on it (No joke, I told my stream how to make that idea work way better. I won't repeat it here, but legit I had people ask me if I was a serial killer because of how quickly I improved the idea)

And that's all I got. Good luck with your game!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is a great way to reinvent Breakout (it wouldn't be Pong as Pong would have you play horizontally rather than vertically)! I honestly found this a lot of fun to play! I could see myself getting addicted to this. There isn't even a lot of feedback I feel I could give for this, but I'll try anyway.

So first, I think everything should start smaller and balls should move slightly slower. The reason why is because otherwise this game can get very crowded very quickly as new enemies and effects and projectiles are added in. Doing this you make the arena "bigger" and leave yourself more room to prevent clutter. If you want, you could do boss fights zoomed back in to make them more engaging and challenging.

Other than this, I have two recommendations for changes to relics. My first recommendation is that you should remove relics that increase your main ball speed. To me, these feel like nerfs instead of buffs as a faster ball makes it more likely you're going to miss the ball and thus take damage. Instead, any relics that increase speed to balls should only do so for extra balls as you can't get hurt for not bouncing those back with the paddle (which I'm very glad for. Otherwise, extra balls would ALSO be a huge nerf).

The other recommendation is that you should make it that relics that only affect other relics should require having at least one of the relics they affect before they can show up. For example, any relics that specifically affect extra balls should only show up once you have a relic that gives you extra balls, whether these are fragile balls or solid extra balls. That way, the player can't get relics that they can't make use of until they have the required relics.

The last thing I can suggest is to have a means for the player to heal themselves without needing to get just the right relics to do so. Right now, you either have to get a relic that heals you every 3 levels or just get one that restores your health. While I think you should still keep the heal every 3 levels relic, I would say you should instead put in a currency system (either enemies can sometimes drop the currency and you have to try and catch them much like the power-ups in Breakout, or you get a set amount of currency for each level cleared that increases by a small amount up to a certain level) and a shop where the player can purchase temporary upgrades that last for a set number of waves and the ability to heal themselves. You could even make it that the player can purchase permanent upgrades to increase their max health while that the cost of healing increases with the player's max health.

I hope this helps you out!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

So fun fact: I hate fishing mini games in other games. The reason why is because these games are typically a lot more fast paced, and the fishing mini games slow that right down. I don't have this problem when it's just a fishing game, though, because then I'm set to take my time. That said, the design and speed of this would be perfect as a mini game for some larger game.

So here are the things I noted while playing that I felt could be adjusted...

First, I feel like the environment shouldn't reset and freeze every time you start to catch a fish. I noticed this a lot, where I'd see something cute in the background then the moment I had to do the ring timing it would disappear and the rest of the game would just stop. I'd say just let things keep going.

Second, despite what I said a moment ago about how I view fishing mini games, there's one thing that other games do that this one doesn't: the moment the player is informed of a bite, the action to catch it begins. In your game, there's a pause before you begin. This feels awkward, as I'm always primed to start right away and have to remind myself to wait. I think it would be better if the moment you get the notification of the fish bite, the ring starts up.

I also felt like if I messed up and reeled in too early, it should pull the reel out so I only need to click twice: once to prepare for the next cast and then another to do the cast. Right now, you have to do three clicks which isn't how the rest of the game works. Even being late to reel in has you only need to click twice to go again.

When I noticed the "Next page" button, I began exploring the other pages to see what variety it had. When I went to go back, though, I noticed that the button to do so says "First page" instead of "Previous page," which is what it should say as it goes back one page at a time.

Lastly, I noticed some rather big lag spikes at time in the game. While this could be because of playing on browser, it could also be a problem in the code. I would suspect it's more code related as I only ever noticed it when I was trying to catch a fish with the Slippery ring.

While this is the end of my notes... I need to ask a question. You have this game listed as "Mostly AI." Looking at what there is in the game, I feel like this could've easily been made without any AI. I've not programmed in a long time, but I know that this is some pretty basic stuff here. I don't mean to judge but I feel like you should try to remake this game without the use of AI. It would be a great way to learn how to program!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

More survivor action! Huzzah! So for the most part, I was enjoying what was here. I did a run with each class to get a feel for how they played and see which ones worked and which had problems.

First in my feedback, I'd recommend naming them by classes rather than by colour. People won't necessarily know what Blue, Red and White mean but they WILL know what Knight, Warrior and Mage are. This would help players identify what the gameplay for each could be like. That said, let's talk more about the classes, starting with the job I felt the easiest to play: Red/Warrior.

Red has a short range AOE attack and its additional skill, the Chain Ball, is a rather large attack they can throw out that moves very fast and even bounces off the wall. It was very easy for me to kill enemies because I just needed to outpace them and keep within a certain range to ensure my attacks hit. As such, this was the only class where I got all the way to the boss before I died. If anything, I think this job might be too powerful and may need to be nerfed. I would say the Chain Ball should be made smaller, more to the size of what White's Comet is, to help balance it.

Next is White. With a long range high damage attack, White is able to continually pick targets off. Its additional skill to drop a Comet is nice, but I found it was far weaker than the Chain Ball because it both has a smaller radius and often seems to target on enemies that are in the back of a pack instead of on the front. If it went for the closest enemy like the basic attack did, it would be more effective because it'd be dropping on the majority of enemies and result in a quick clear of a swarm. I would also argue that Comet should be much larger given how once it strikes it's gone from the field. Comet should be about the size of what Chain Ball is now. I would also say that the standard attack should be faster.

Last is Blue, and this was by far the worst to play. I couldn't even get through the first level. The nature of its directional swing makes it very hard to play. I often found I had to get close to enemies and stand still in order to ensure they even got hit. I even had a lot of times where I felt like I was close enough to hit an enemy over for my attack to do nothing. Enemies build up way too fast with this class. To make matters worse, when I got the Katana I found that it too was very weak. While it's fast and has great range, its not wide enough to really be effective. To make this effective, a lot would need to change. First, the range for the slash attack needs to be longer. Second, everything about the slash attack needs to be faster: faster cooldown, faster swing speed, etc. Third, it needs a little something else to give it more power. My suggestion would be that when it swings, it also produces a short range wave like what the Katana does. However, it doesn't even need to fire out. It can just be a thing where being hit with the short range wave does less damage than the normal sword. Finally, the Katana needs a huge buff. Either it needs a wider area of effect or it needs to fire more often.

It's otherwise a good start for a prototype. I hope we'll see it some more in future FBQ events!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

So this is, by far, one of the best visual novels I've seen in these events. Whereas many of them use stock images for the background, everything here is made for this game specifically. This gives it a lot of value in my book. I didn't reach the end of the demo due to time constraints (lots of games to cover), but I think I have enough feedback for you. Before I get into it, I should note that my typical approach for visual novels is to focus on the writing; ensure sentences are well written without typos or mistakes, and to ensure the logic of the story makes sense. Normally, this leads to me doing a lot of quoting of lines to rewrite them. However, everything I saw was well written and I didn't need to do this. The most I saw was that some lines had extra commas when they didn't need them, but even then they're not a big deal. This means I primarily looked at the overall logic for this.

Before I get into that, there are a few notes I want to start with.

First, I'd recommend not making the game be in full screen. Renpy has issues with full screen, making it that one's mouse cursor doesn't show up. In order to play the game, I had to force it off of full screen.

Second, it'd be a better idea to let the player progress the starting screens so that they can fully read the warnings in time. Even when I was reading them quickly from the moment they appeared, I couldn't finish in time before it's transition to the next screen.

Third, I noticed that this game doesn't have a Back button unlike most visual novels. I assume this is so players can't change their choices, which I think is fine. That said, I still think that you should have a Back button that lets players see scenes again and just put in programming that forces them to keep the choices they made in the playthrough. That way, they can go back to previous scenes and rewatch them to see if they missed any details. In a similar vein, I'd recommend making the text boxes while viewing the History much smaller. They're pretty huge right now.

And lastly for my starting notes, I think you should remove your logo from before the warnings as you're also showing it after the warnings. It'd make sense to give the warnings, then show your logo as you go into the intro (As an aside, I also hope that song is copyright free. @_@).

With that said, let's get into the logic issues I picked up on.

First, the start was awkward. It doesn't introduce us at all in some way to the character and instead just throws us a line beginning with "That evening" as if we're in the middle of a story rather than at the beginning. While I get you can't give the person a name, I do think it'd be better to open in a different way. Something that feels more organic to the start of a story.

When you listed the Seven Deadly Sins, you listed Despondency instead of Sloth. I know that when the list of Deadly Sins was reduced from 9 to 8, Despondency was one of them. I'm guessing you did this because writing one of the boys as representing Despondency is easier than Sloth. I also assume that Dan is suppose to be Despondency, but I could be wrong. I'll be working with the assumption that he is, though. With that said, since you're explicitly using 7 I feel like it's better to keep to what people are used to and make this Sloth. Given that Dan would be the one to question here, I feel like he could still represent Sloth with the more laid back nature he showcases in the beginning.

Next... how did the main character know that the yellow guy was named Ernie? She's the first person to say his name, but she shouldn't know that yet.

And for my last note before I had to stop playing... why isn't Ray shirtless right after Ernie leaves? Was he not shirtless in the previous scene from wanting to take a shower? I feel like he should still be shirtless. Also because having a clearer image of him being shirtless would be hot. :3 You could then maybe specify that he's putting his shirt on when he steps aside.

There's also one last thing I'd like to cover. I noticed in the warnings that this says it's 18+ and contains sexual content. However, streamers can't show this sort of content. We can get banned from platforms for it. Between this and the fact that this event is more intended as being for all ages, I'd like to recommend adding a PG-13 version that removes any explicit content.

That's all I have! I legit can't wait for more of this. I'll probably try to play the entire demo at some point in the future (especially if you add a PG-13 mode).

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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This game was weird to play. Not because I didn't get the concept. Quite the contrary, I picked up what I was doing pretty fast. It's because nothing about the rest of it made sense. Nothing in the game is taught in an organic way. You just have to... figure it out. For example, what stuff in the store is permanent? Which is temporary? It's not always inherently clear, and even when it is... why bother when you should be saving for permanent stuff? Why would I buy temporary lights when I can have permanent ones? It's not like my pets can't see. They know where the drops are, they know where the blocks are. The light only helps me to do the level faster. When I get close to the end, I can just wait until they finish everything off.

There were also several aspects of the game that I just outright didn't like, such as how there's a button on the skill tree that's makes you zoom the entire skill tree out... right beside the button that lets you exit the skill tree. It's even far more prominent than the button to exit the skill tree, which is likely to make players click it first and zoom out the tree when they might've otherwise wanted to keep the tree zoomed in. I know I hit it a few times and got annoyed that I'd have to zoom in again later.

Oh hey, here's my third permanent light from the store! Let's just- nope. Nope. Not using this. Fuck off, light. There's a lot of inherent comedy in this game. I get that and I like it. But that doesn't really mean it's okay to do things that are just going to annoy the crap out of the player like that light just making loud noise non-stop.

And then there are things that don't make sense. Am I not underground? Why is it raining? Oh hey, this block generates light. Let me just attack this other one and that light is gone now despite the block still being there. What? Ok, let's do some skill upgrades. This started at 10%, I wonder what it'll be on the second level.... only 12%? That feels so small. Well, okay, let's do the third level and wait 30%? That's just such weird scaling.

And then there's the fact that I can't move my lights - not even the singular light that's supposed to be bound to me - anywhere. Only the chicken can move its own light.

One thing I also think should be changed is that if I'm trying to pick up an item and my chicken walks over to it when I click on it, my click should go onto the item and NOT the chicken. I'm already trying to grab it to speed the chicken up.

Last in my notes is how I get notifications about relics in the next three rooms. It says "Relic chance." I would normally take this to mean that there's only a chance to find a relic, but why is this limited to only three rooms? This makes me feel like it's less of a "chance" and more of a "you gotta find it in one of the next three levels," yet I don't even know what I'd have to do to even find a relic. Is it in the stones I'm breaking? Is it somewhere in the darkness? I just don't know.

Overall, I can see this being fun but a lot of things just kinda annoyed me instead. One thing this came could use is some tutorials (organic or otherwise) just to make things more clear. Having to just figure things on your own is a 1980s and 1990s game thing and, unless you're trying to emulate that, it doesn't belong in modern gaming.

Edit: I noticed a short time after I ended my stream that the game didn't close properly and there were processes still running related to the game. I would recommend checking into this as this could cause 

So I went to play your game but found myself unable to. Whenever I attempt to join, it tells me the game has been updated and I need to refresh my browser. When I do so, it then says I have missing or insufficient permissions.

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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

This is a really fun game. Like, this is REALLY fun. Every time I made it to the next pool of water, I was so excited! Then it suddenly ended and I was sad (which I did in just over ten minutes). I really want more of this!

In terms of feedback I can give to improve the game, I honestly don't have much. This game has good visuals, good in-game humour (You did not lie about there being nothing at the beginning and that cracked me up, especially when the "Told ya" appeared), and it's just a fun idea. I do have a few ideas, though.

For starters, I think having a sort of guide to show the angle the fish is going to fly up to a certain distance away would be good. That way, the player has some sort of idea about where they're going before they launch. A lot of my failures were because I kept making the exact same shots when I thought I had made a tweak, and a guide to give me an idea of where I'm going would help solve this problem.

I also feel like there should be a better way to swim in water besides just spamming one button. Perhaps a second button that exists only for swimming in water that won't let them shoot out of it? That way players can hold that second button until they're position instead of needing to spam the same button they're going to use to fire into the air?

Honestly, this is all I can think of. I can't wait to have more of this to play!

Edit: I forgot one thing. When I downloaded the game so I could play it off browser, I noticed that part of the window is cut off on the bottom. Something tells me that's not intended, or at least that the game needs the ability to be put into full screen.

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

To start, along with liking the artwork for Criselda (which was really the only artwork I saw, as I never got past the dinner scene so I don't know if there's more), I was very interested in the worldbuilding you had related to aliens. One problem that came up, however, was the volume for some sound tracks. The jump in volume from the starting track to the track that plays when night first hits is massive. I would recommend ensuring the volume of all of your music is normalized to the same level. That way, there's no sudden changes in volume that require the player to fix their audio settings mid game.

From here, I'm going to dive into how I normally approach visual novels: to look at the writing for writing mistakes and to ensure the logic of the story makes sense. I will note that I'm already aware of where you're from (did some research early into playing the game) so I know that English isn't your first language. As such, don't view this as me trying to bother you but instead to help you improve the writing. For lines that I feel just need to be tweaked, I'll quote the line, explain the issue and then offer a rewrite for it. For the most part, this will all be in the order I wrote them down in my notes. There will be some notes in early parts that came up later on, which I'll make a note of so you know.

"the developments around me are exciting at most." I assume what Stan is trying to say is that the most exciting things going on are the things around him, but the way this is written suggests that the things around him are, at most, exciting. This implies that they're not all exciting. Here are a few different ways you can write this sentence:

1. "the developments around me are the most exciting thing."
2. "the most exciting developments are the ones happening around me."

One more note: a detail I bring up later on can lead to you needing to change this sentence even more (as well as some sentences I may not have covered in my notes).

"For one, our world is now home to extraterrestrial immigrants who wanted to live among us humans in peace." First, you don't even need to refer to them as immigrants. Just call them extraterrestrials. Later on, you can just call them aliens. This will simplify the writing for you down the road.

Speaking of the above line, there's something I need to ask. As I progressed through the game, it began to feel like this game is more of a slice of life, middle-aged romance story. Are the aliens even relevant to the plot? By this, what I mean is will the aliens matter in later events? Like, will part of the story take the characters into space? Will the story take a dramatic turn that puts more action into it as Stan and Criselda have to deal with aliens? Or will they simply be conversation pieces? If they're only for conversation pieces, that means they have no impact on the story and that even bringing them up is unnecessary.

"When some aliens wanted to stir up trouble, a organization named Special Police Delta is taking care of them as I speak." This is the first big error of mixing different "tenses" in one sentence. You can write sentences as either "present tense" or as "past tense." The first part of this sentence is "past tense," as the use of "ed" at the end of "wanted" implies this happened before. However, the rest of the sentence is "present tense" or happening at that moment. The best way to solve this is to answer one question: is Stan describing what's happening around him in the moment it's happen, or is he recounting the story in the future? If you want him describing it as it happens, then you want to be in present tense. If you want him recounting the story in the future, you want it to be in past tense. If you're unsure how to write these differently, then one thing I would highly recommend is either asking someone you know who is a lot more skilled in writing English to proofread the script for your story and edit it or to hire someone from an English speaking country to do the proofreading and editing (I would offer my services, but given where you live I'm unsure if you'd be able to afford it. Even then, I wouldn't be able to start until November at the earliest). For now, I'll offer two versions of this sentence to cover both tenses. As I go forward and see tense issues in my notes, I'll only call out things in past tense.

1. "When some aliens wanted to stir up trouble, an organization called Special Police Delta would take care of them."
2. "When aliens want to stir up trouble, an organized called Special Police Delta steps in to take care of them."

For the next part, I have to cover the two lines together as they're all part of the same statement.

"Meanwhile, a giant of light born from a young man's immense imagination has just saved a Japanese city from the threat of an alien overlord"
"who wanted to divert his galaxy's supernova energy to Earth, which would incinerate everything in it."

First and foremost, if the alien overlord's actions would've incinerated everything on Earth then the giant of light saved the entire world. In that case, you should say it saved the world, not just a Japanese city. Second, there's some mixing of tenses here as well. "has" is a present tense sentence, but this should be past tense. As such, it should be "had just saved" instead. Lastly, at the end of the second sentence it's written as "everything in it." However, we're not "in" the Earth. We're "on" the Earth. It should be "everything on it."

"What is the focus of my story I'm telling..." More tense problems. This suggests the story is past tense. In addition, you don't need to include "I'm telling" as we already know he's telling a story.

"Try your chances here at the bar and the thing you're searching for is not that too far." While this is a cute line in concept, in writing it's just off. I would suggest this: "Try your chances at the bar and what you want won't be that far."

"And speaking of him, I'm happy for him and Shirley, his girlfriend of four years." This line isn't needed at all. Even if Dexter and Shirley show up later, this line doesn't matter. It just pads things out for no reason. The time I spent reading this could've been spent letting me get further into the story to give you more feedback.

"Even with the chatter inside the carriage, I could figure out the woman behind the voice after some seconds of sifting through my mind." I get the intent of the line, but it's a little wordy and can feel awkward. This would probably work better: "Even with the noise inside the carriage, I figured out who owned the voice after a few seconds of thinking."

"She revealed herself, in all of her 40-year-old, aged-like-fine-wine glory." OK, so I need to be real for a moment here. I'm 41, soon to be 42. I turned 40 in 2024. So much of bringing up age in this just rubs me the wrong way. It also pads the sentence. There's also a unnecessary comma. A better version of this sentence would be this: "She revealed herself in all of her aged-like-fine-wine glory."

"My old classmate back in college, and we both have computer science degrees under our belts." If they were college classmates, we can assume they studied the same thing. As such, you don't need to mention that they both have computer science degrees. You don't even need to say what they studied unless it becomes important later in the story, and if it does you can bring it up later. I'd just write this as this: "My old classmate from my college days."

"Come on, this is one hairstyle I'm most comfy with. Even at my advanced age." Again, the age thing isn't needed. The sentence is also written oddly. I'd recommend this (this will incorporate some native English slang, giving the writing a more natural feel too): "C'mon, this style is comfy for me."

"Man, she still blurts out those inconsequential stuff even at this age." More age stuff and more weirdness. I suggest this: "Man, she still blurts out what's on her mind."

"But then, old habits die hard, like what she was wearing at the time - a jacket tied around her waist." First, this line is in past tense. It's also a bit awkward in writing. Here's my suggestion: "But then again, old habits die hard. Like old times, she still has a jacket tied around her waist."

"And before you ask, this getup's a great way for me to hide my butt." There's an incorrect word choice here in the first part of the sentence, while the second one is awkward. You could even remove this line. If you don't want to, though, just use this: "And before you say anything, this jacket's a great way to hide my butt."

"Nice salvo you've got." So with my knowledge of what salvo means, I don't know what you're trying to say with this sentence. I can only assume you mean it as "a spirited attack," in which case there are far better choices for a word besides salvo. For example... "Nice defense you've got there."

"She then focused on the most important question." This statement doesn't make sense. It implies the question she's going to ask is somehow related to what's being talked about. Instead, this should be "She then quickly changed the subject."

"So, Stan, why are you here in the first place?" This is such a bizarre question. He also lives in this city. That'd be like if you came onto my stream right now and asked me "Why are you streaming?" Instead, what she should ask is "So, Stan, where are you going?"

"I'm about to visit Worried Car 2055 Bar and Grille for my birthday." This would be better written like this: "I'm going to Worried Car 2055 Bar and Grille for my birthday."

"Oh yea, happy birthday! I really can't forgive anyone who forgets someone's birthday, with app alerts and stuff being a thing nowadays." So this entire sentence is an oxymoron. She says she can't forgive people who forget another person's birthday, yet her going "Oh yea, happy birthday" implies she forgot Stan's birthday! If she had remembered, it should've been the first thing she brought up when she saw him. I would say to remove the second part of this line and just have her go "Oh yea, happy birthday!"

"Nice. I'm also hankering for something new." Given that Stan hasn't even been to this bar before, the second part of this line isn't needed. You can just have him say "Nice."

Now before I go on, I want to interject my notes to bring up something: you should have a line where either Stan or Criselda ask the other if they want to go to the bar together. They both planned to go to this place independently, and one of them may prefer to remain independent on this. Having one ask the other would resolve this, as now one implies they're okay with going together while the other gets to either choose to go with or express that they would rather go alone.

"We then spent the next minutes of our ride in silence, anticipating the thrill we would be having." Instead of riding in silence, why not suggest they talk about things that aren't important to the player? This line would be better if you made it this: "We then spent the rest of the ride catching up what was going on in our lives."

"As we departed the train, the night was falling, and the moon shined at its brightest." There is some mixing of tenses here and the sentence is strange given that previous scenes suggested it was the middle of the day rather than closer to sunset. Along with trying to make the previous images look like it's closer to sunset, this sentence would be better like this: "As we get off the train, we see that night had fallen and the moon was shining brightly in the sky."

"If the info on my map app's correct, the bar should be a short walk away." This is more sentence padding. Try this instead: "According to my map app, the bar is just a short walk away."

Next, the hand holding scene. You should 100% scrap ALL of this. First and foremost, Stan and Criselda aren't a couple. Second, Stan himself implied that it's been a while since he had last seen Criselda given that he referred to their meeting as a "reunion." Third, neither of them would know that the other is single. For all Stan could know, Criselda could have a boyfriend or a fiance or even a husband who just isn't with her at the time. All of this ALSO applies to Criselda's knowledge of Stan. So just remove this part and skip to the bar.

"The building itself has a totally radical design unlike the architectural designs I'm pretty used to before." This is another strange sentence with some padding as well. I would suggest this: "The building has a bizarre design that's unlike the normal architecture in the area."

Okay, so at this point I've spent a lot longer on writing this feedback than I'd want. To speed things up, I'm just going to quote the line you have and then give you a rewrite unless there's something I need to point out.

"For one, the entrance stair has an uneven design, which meant I could trip and suffer something horrible if I didn't watch my step." Change this to "For starters, the stairs have an uneven design such that anyone not watching their step could trip and fall."

"Thankfully, we inched every careful step until we got to the staircases that led to the third floor, where the bar resides." Change to: "We carefully walked up the stairs to the entryway and headed inside, making for the staircase leading to the third floor where the bar resided."

The next part where Criselda asks for them to "go Dutch" on payment should be removed. The reason why is that it should already be assumed that they're paying separately, and there are quite a few reasons why. For starters, they're not dating. Since your story uses names more in line with the Western world, it's not normal for friends to pay for the meal of other friends unless such a thing was discussed ahead of time (For example, when one friend says they can't afford to go out so the other offers to pay for them). Second, they both were going to this place independently. It wouldn't make sense for Criselda to suddenly expect Stan to pay for her. Instead, what you should do is replace the scene to have the two casually talking while waiting to be taken to their table. You can use this to help establish their personalities more. And speaking of tables, add a line somewhere about them sitting at a table before they're given their menus. Where you put it is up to you, but add it.

"The aura here was lively, just like what Dexter described in his recommendation." I had to go back to check what the player was told that Dexter said, and there's nothing said about this. On top of that, aura would be the wrong word here. Just make it this: "The atmosphere was lively, making Dexter's description feel even more true."

"After a quick glance at the menu being handed to us by a waiter, we readily agreed to order the following each." So first, this sentence is a bit odd. Second, I need to ask... does what they order come up later? Like, does it have an impact on things? If not, skip saying what they ordered and instead just make this line as follows: "We took a look at the menus while waiting for our server to come by, both of us quick to decide what we wanted"

From here, things get into talking about aliens again. Rather than talk about specific lines (as we're reaching the end of where I got to), I'm going to focus on the strangeness of this scene. It starts with Criselda asking Stan if he remembers a certain show. Rather than simply answer the question, Stan's immediate response is to say Criselda has "good memory" in terms of "stuff like this." This is a very strange response. On top of this, rather than Criselda being the one to lead the topic as the one who first brought it up, Stan ends up taking charge of things. This is bizarre. If Criselda didn't have anything meaningful to say about the show, why did she bring it up? I think what you should do is make it that instead of Stan recounting about the episode he liked, it should be Criselda doing so. Then after she's done, he can talk about how she has good memory. I won't rewrite these lines for you as this sort of change would require you to do some structural changes to the script.

For now, that's everything I got. I hope this helps out!

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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube! Though maybe you might not wanna watch it because oh my god, I don't know how to describe what happened.

Anyway, I love this game. This is such a fun little tool to have just to learn about how to decorate cakes. It took me a bit to realize that there were more tools than I thought, but once I learned of all the things I could do it began getting really fun! A lot of my feedback is going to be about how to give players more control over certain aspects to allow them to get really... accurate about what they make.

First and foremost, one thing I think would be useful is an alignment tool so that people can place things in precise locations. This came up when I was trying to put a candle in the direct middle of the cake, yet whenever I turned the cake to see from a different side it would always be off.

Next, I think it would be a good idea for players to be able to save colours that they want to often use in a design. The reason behind this will make more sense later on. I also think it would be nice if, when choosing colours, players could enter numbers to represent different things. I'm thinking RGB values or HSV values, or even a hexcode! This could even be a nice alternative to saving a colour as a player can then just keep a record of whatever values they put in.

Similarly, I think the ability to enter numbers for various other effects (like the size of things, the inset and the spacing) would be nice. That way, it's easier to get precisely what you want out of the design. In a similar vein, I'd also love the ability to create a duplicate decoration that I can place elsewhere. That way, I can maintain identical spacing and size when doing designs around the "wall" of a tier.

Last in terms of things I'd like to (seriously) see added, the ability to move the camera in other ways when taking a screenshot. When I was trying to take my screenshot, I wanted to get a more dynamic angle but couldn't. The game only lets you move the camera up and down as well as to zoom in, yet both of these are always based on the centre point of the cake, meaning if you're trying to get a bigger focus on, say, the top of the cake, you can't.

Next, I want to cover a few things that feel like they're either bugs or they just don't behave well. In this regard, I have two main things: first is that the game keeps resaving custom colours that are already saved in the recent colour bar, which means older colours can get pushed out quickly and the player can lose a colour they may have otherwise wanted to reuse later. Second is that if you set the piped ruffle cream spacing to be longer, it doesn't keep it as a consistent singular stream of cream but instead just spaces the pieces out. I feel like what it should affect is the spacing between the vertical parts of the ruffle instead, thus making them tighter or wider.

I also noticed there are some performance issues despite how little there seems to be in terms of graphical demand. The performance issues also spike when doing colour changes. I noticed this via my stream preview, which would tank massively in framerate when I was doing colour. It didn't affect the stream itself, but I can always tell via my stream preview when a game has a performance problem.

And the very last thing I want to ask is... can you add a candy corn decoration? I'm not going to explain why. You'll just have to be morbid enough to watch the VOD (including the game from before I played yours. Nothing that happens will make sense otherwise).

That's all from me! I hope this helps you out!


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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

An entry we've often had in Feedback Quest events is Feisty Fauna, a game that plays exactly like this. However, where that was in made using 3D graphics, this uses some cute pixel art. I love these types of survivor games, and the design of this one is pretty great. Yet it's not without flaws that could be fixed. I'm going to break my feedback down into different categories, starting with abilities.

First and foremost, I feel like the player should have a lot more control over the starting Fork weapon. I find trying to get your first couple of levels to be really difficult because of how random the fork is. Instead of the somewhat random direction it has now, it should always be thrown in the direction of the closest enemy. I know it doesn't do this because I'd have an enemy RIGHT behind me while the game is throwing forks in every direction BUT towards that one enemy that is literally only 20 pixels away from me. I'm fine with additional forks being more random, but that first fork should be set up to work with the player.

Next, I think that all abilities should be clear in how they work. While some abilities clearly state how they attack (ketchup and hot sauce for example), others are far less clear. The skewers don't state how they choose their targets and the flames don't say that they always fire in the direction you're facing. During my very first run, I chose Fire early thinking it would be good, only to then have the enemies that come at the 1 minute mark essentially screw me over because I couldn't risk moving towards them due to how many their were and how close they were at all times, which in turn really delayed me from getting levels early on.

With the knife ability, I feel that the first time you upgrade this it should always be set on the opposite side of the first knife. Then when you get a third knife, the positions should be adjusted to keep them equal distance apart. This should then repeat for each additional knife.

I also think there may be a bug in the Chef's Hat upgrade. The Chef's Hats states that it increases the number of attacks fired by 1/2. However, what I found that if I got the first Chef's Hat upgrade BEFORE getting the Knife, it didn't automatically add another knife. Yet I know (or at least have seen) that the Chef's Hat is supposed to affect the Knife as I would often end up with 5 knives by the time I got all of the Knife upgrades, even though each level up of the Knife only adds one. Yet other abilities don't have this problem: in a run where I got the first Chef's Hat very early, I found that every other ability I got after that still got the additional shot from the Chef's Hat. It's just the Knife that's broken for this.

With the ability stuff out of the way, I want to move into things regarding player movement and control.

First, if the player stops moving, the character will always face forward regardless of whatever direction they were going. This can make it confusing which way the Fire attack is going to go. I recommend having idle sprites for all direction to better indicate this.

Next, I found a lot of hit boxes to just be vastly unfair to the player. Just about all survivor games that operate in a 2D space tend to make the player avatar small to make this more fair, but the rabbit in this game is huge. Adding into the fact that many of the enemies are also huge, and suddenly you have things like the player getting hurt because they're feet touch the very top pixels of the giant broccoli men who appear later in a run. This just gets vastly unfair for the player, resulting in them taking a lot of damage that they otherwise would've avoided in other games like this. The hit box issue then came up again during the boss in my last run. Late into the fight, the boss fires a volley of carrots in a cone pattern (it could be circular but I can't see the entire thing). Depending on where I am in the field, this becomes either trivial to dodge or just outright impossible. In my case, it learned more to impossible. If you're in the direct north or south during this attack, you have a lot less pixels to be hit which, in turn, makes it easier to squeeze through the carrots. If you're in the direct east or west, though, you now have the entire bunny's height to deal with. Even at the very edge of the arena, you either can't dodge this or only have a pixel or two of room to do so. The best way to fix this is to make the rabbit's hitbox be a square set in the middle of the rabbit. That way, things that graze the feet or ears won't count as hits.

Last in this topic, I was originally going to ask for there to be a dash option so players have some more they can do in the game besides "move and choose upgrades," and to get them some agency in trying to avoid enemies. Then I eventually learned that you can find a dash upgrade out in the field. So instead, this bit has been changed to... make the dash available by default. It shouldn't be an upgrade I have to find in the field, especially considering other aspects I'll be covering later in this feedback.

This brings me to the last category, which is basically things that I didn't think fit into the previous two.

First, it took me a while to realize that you can get healing items in trees. I would highly recommend putting something in that tells the player that these can heal them. Similarly, I eventually discovered there was an upgrade in the field that allowed you to passively regenerate health. Personally, I think this is just a very overpowered item. Instead of this, what I would suggest is that the player recovers some health every time they get an upgrade. I would also suggest they recover a portion of their health once they reach the boss. That way, a player who is only one hit away from death won't die instantly to the boss.

Next, I honestly found the arena to be way too big. At no point during the 5 minutes leading to the boss did I ever reach the edge of the arena. This can then make finding upgrades on the field a matter of pure luck as it they spawn far away, you'll likely never find them. I don't know how big the arena is (again, I never reached the edge), but I would say it should be at least 50% smaller. If you're worried about it being too easy for players to find multiple upgrades, just reduce the range where they're shown that an upgrade is nearby.

So I know that the way the game works is you have 5 minutes to get as many levels as you can before fighting the boss, but I personally found that the game scales too hard early on. This goes back to what I was saying about the Fork weapon, but I constantly found that I just did not have enough weapons early enough to deal with the enemies that appear in the first minute. Instead, once the one minute mark hit I often found I would only get one more level during the next entire minute because the enemies suddenly became so beefy that I couldn't kill them while the weaker enemies just stopped coming. An improved starting fork can help this, but I think the real thing that needs to happen is that the scaling for enemies should be changed, with the first new enemies having less health. Otherwise, all the player can do is spend over a minute just slowly bleeding off lots of enemies, then sweep around and get so many items that they get multiple levels at once and suddenly go from being too weak to being too strong not just for the current enemies, but for the next set of enemies too.

And this brings me to my last point... WHY AM I FINDING MORE THAN ONE BABY CORN?! WHY ARE BABY CORNS SPAWNING IN AREAS I ONCE KNEW DIDN'T HAVE ONE?! I DON'T WANNA KILL THE BABY CORN, YET IT SEEMS IMPOSSIBLE TO DO THIS! STOP MAKING ME A MONSTER!

That's all from me! I can't wait to see more! :D

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Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

Right off the bat, as a game in early development, it's honestly pretty solid in the design. I liked how easy it was to understand and I had a lot of fun with the puzzles. So awesome job there. That said, there is absolutely a ton of room for improvement.

First, I recommend not using ESC to just quit the game, even in a playtest. Instead, ESC should bring up a menu where the player has the option to return to the title screen or to exit the game. I say this because my muscle memory when playing games during these events is to use ESC to access a menu to pause the game, tab out of the game to write down notes, and then go back into the game and hit ESC to unpause. This made me close the game several times, to the point where I stopped playing after I did it once despite still having 20 minutes or so that I could dedicate to the game. It's just super frustrating to accidentally close the game and have all my progress on a level reset.

Speaking of menus, there should be a way for the player to change mouse sensitivity. This game's sensitivity is really high and I know a lot of people would like to reduce it. 

I would also suggest changing how saving works. First, make the game autosave when you reach a new level. Then make it that when the player saves, they save their progress in a level. That way, if a player needs to stop playing mid level (or in my case, closes the game by accident) they're able to retain the progress they made.

During the tutorial level, I noticed I couldn't begin moving until the level text went away. Personally, I'd say to just let the player begin controlling immediately.

Next, I would suggest making it that the player doesn't need to keep holding down the E button in order to hold objects. This can make it difficult to also move around, since the finger most people use for pressing E is also the finger they use for pressing D. If, for some reason, you like it being this way, then at least add an option to switch between Hold  and Toggle so people who dislike it can switch.

I also eventually learned that using the left mouse click can ALSO be used to hold blocks. This is just superior to holding E and I don't understand why this wasn't told to players. Maybe it wasn't intended, but I do like it more. If you plan to get rid of using left mouse click, then do my suggestion above. If you plan to keep it, drop using E and instead just use the left mouse click.

In Level 2, you have platforms that the player has to use to cross a gap. I recommend adding a brief stop to these (and to any other moving platforms that you'll expect the player to use) as doing so will  allow players to be able to get on them without feeling rushed. It doesn't need to be a long pause, just a second or two.

In a similar vein, it occurred to me during Level 2 how much the boxes obscure one's view (which in turn made jumping onto moving platforms even harder). What I'd recommend is that when a player is holding an object, that object becomes transparent so they can see through it and alleviate this problem.

I also generally found that when I'm holding boxes, they're able to clip through the floor while being held. While you have code in there to ensure they don't get lost (I did experiment with dropping boxes into holes), it still kinda made me nervous. If you're able to, maybe try to work in some special hit detection where the box can't pass through floors, walls or other objects while being held. This may not be needed depending on how extensive your safety nets are.

One thing that I felt iffy about was how the world looks. Everything is black and white, and it can sometimes be challenging to discern what things are. Some colour would be an idea, especially for the lines that you see with the glasses in order to help determine what each line is in relation to.

The next few notes are just little things, so I'll just bullet point them.\

1. There's a weird lip on the exit door for Level 0.
2. I noticed a weird line above the targeting reticle.
3. The pointer part of the arrow is off centre from the arrow line.

Lastly, I have an idea that may really benefit this game. I'd recommend trying to create platforms that can be jumped up through from below but which you can't drop through. Think of the clouds in Super Mario Bros. 3. You could then set these up above wind turbines that shoot the player up, making it that the player begins on a platform instead of needing to maneuver to one.

That's all I got. Overall, this is pretty solid so far and I can see it being way more solid it a lot of the ideas above are implemented. Hope to see more from you in future events!

Hello and welcome to Feedback Quest 9! My name is Hythrain, and I'm one of the hosts for this lovely event! I'm also one of the streamers, so both the game and this feedback are being done live! If you want to see the see the VOD, let me know and I'll link you to it when it's uploaded to YouTube!

So I'm not the biggest fan of idle games, since... well, does it really constitute a game when you don't even need to have much input yet it can still play? For me, idle games can be really hit or miss. I'm not going to expound on if this was a hit or a miss for me because it doesn't matter. Instead, I'll focus on what matters: feedback to improve it. To that end, I wrote down a bunch of notes that I'll share with you here.

First, I'd like to see an option to make the game full screen on computer. That way, I can make use of the full real estate of my screen. I also won't accidentally click out of the game when I'm manually controlling it.

Next, an option to delete characters would be an idea. That way, if a player wants to start over they can do so without needing to unlock a new slot.

Third, the game is honestly rather slow for moving around. I'd love for there to be a button to make you run. While you can jump and do a very short dash, I've yet to see either affect gameplay. Yet being able to run would be great.

I was also not a fan of how there's no punishment for death. Without it, it means I can just let the game farm and not even worry about stocking potions. Speaking of potions, it'd be nice if I could buy singular potions.

One thing I'd like to see is equipment be different depending on the class you choose. If I pick being a mage, I shouldn't still be equipping swords and heavy armour, but I SHOULD equip robes and tomes. In a similar vein, the Guild Master saying "That sword suits you" when you don't pick a job using a sword doesn't make sense. Instead, the words should change based on the selected class.

I noticed that there's a line of white pixels underneath the slimes in their animation. Obviously, this shouldn't be the case. It, among other things (such as how you handle animation for dashing), makes the game look poor in quality.

Next, I feel like more of the game should be taught to the player instead of letting them figure out everything. A prime example is the fast travel, which I figured out on my own by chance. Skills, talents, equipment, everything should be taught piece by piece to the player as organically as possible.

I also felt that a lot of icons were just too small, making it hard to discern what the items were. While fullscreen can affect this, the truth is a lot of them are just displayed too small. Making them bigger so you can discern the item type from the image is important in a game like this.

Lastly, I found some rather annoying bugs. For example, if you set something to auto cook but then close the stove, it keeps cooking. It should only cook while you have the window open. I also found that if you have a menu from the townspeople up and then open one of your main menus from the interface below, it doesn't close the menu you had up. Every change of menu should automatically close other menus that are up in order to keep things clean.

That's about everything I got for now. Good luck with your game!