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Kelina Game QA

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A solid pre-launch sweep across systems, especially around status effects, death states, and UI feedback.

Fixes like poison resetting, HP not hitting zero, and “no energy” prompts misfiring are the kind of issues that can quietly break player trust in a system-heavy game.

With the balance changes and added content, launch will be the real test once more players start pushing edge cases in combat.

Looking forward to hearing how it holds up live.

All the best :)

Yeah, that kind of “no impact” feedback is one of the fastest ways to lose player trust.

I was commenting from a QA perspective based on your devlog, but it’s good to see the core issue was prioritised and fixed quickly.

Will be interesting to see what shows up once your players start pushing those scaling edges in real runs!

Nice, that’s a good sign. The real test will be how quickly players can understand and act without stopping to think about the system.

If you want a fresh pair of eyes, I’m happy to take a look.

All the best!

Good catch and clear explanation. Bugs like that can be really confusing from a player side when attacks just don’t work. Glad to hear combat and scaling are restored. It’ll be interesting to see if any other edge cases show up around un-upgraded skills now that more people jump back in.

Nice to see this hit 1.0. A full pass on clarity and consistency like this can make a huge difference, especially when it changes how rules are interpreted. The updates to layout, wording, and accessibility sound like a big improvement overall.

Nice to see this get a full revision. Simplifying how checks and modifiers work sounds like a strong move, especially if it speeds things up and makes it easier to follow. Pulling together feedback from play sessions and reworking the flow is always a big step, looking forward to seeing how it plays.

Nice update. Small balance tweaks like these can make a big difference over time, especially when they help each option feel more distinct. Sounds like a good mix of tightening things up and adding a bit more flavour.

Nice to see this progressing toward release. Big changes between demos are always interesting to see, especially when polish comes through alongside new content. Looking forward to trying the updated demo and seeing how it’s evolved.

Really nice to see this grow beyond the jam version. Iterating on mechanics and playtesting with players is exactly what gives these kinds of projects staying power. Looking forward to seeing how the demo builds on the original idea.

Nice update. Fixing softlocks in those late scenes is a big one, especially when they happen close to the end. The cutscene skipping from unused devices is a great catch too, that’s the kind of issue that can feel really confusing from a player side. The extra resolution options are a nice touch as well.

Nice update, there’s a lot packed into this one. The new enemies look like they’ll add some fun movement and interaction, especially with how they push or boost the player. Fixing a game-breaking pause bug is a big one too. With all the new elements and systems, it’ll be interesting to see how clearly everything reads during play.

Nice update. Fixing softlocks and unclear text is a big win, those are the kinds of issues that can quietly frustrate players, especially mid-run. Good call tightening up dialogue and signposts too, that kind of clarity makes a big difference to how smoothly things play.

Really appreciate the update. Getting a project this far is no small thing, especially with everything that goes into a game like this. Glad to hear it’s moving toward beta, looking forward to seeing it come together.

Nice update. Removing the hidden hotspot in the prologue is a solid fix, loops like that can quietly trap players early on. Might be worth double-checking that section so interactions are clearly visible and players always know what they can click or do. The translation overhaul looks strong too, especially exposing tooltips, those are easy to miss.

Appreciate that, and yeah totally fair on the time constraints as a solo dev, that’s always the trade-off.

I’ll give the demo a proper pass when I get a chance and focus on those risk areas, especially cloud saves and leaderboard consistency since those tend to break in less obvious ways.

If I find anything reproducible I’ll send it over on your discord, properly structured rather than just “it feels off” reports.

Nice update, especially the settings and combat tweaks.

If I was testing this build, I’d focus on:

  • how the new challenge sliders interact with each other (stacking effects, extreme values)
  • healing behaviour when switching between gradual vs instant, especially mid-combat
  • collision and damage consistency after the air spinning changes
  • enemy behaviour around platforms and structures to confirm those fixes are stable

Changes like these can shift balance and behaviour quite a bit, so I’d be checking both normal runs and edge cases.

Solid patch, this is the kind of stability work that really improves the overall experience.

I’d recommend testing:

  • how save/continue behaves in different situations (mid-upgrade, relic shop, after game over, etc.)
  • whether rounds always end correctly now, especially after edge cases
  • ball behaviour after loading, to make sure nothing gets stuck or disappears
  • UI consistency when moving between game, menu, and continued runs

This feels very state-driven, so I’d focus more on transitions and odd scenarios rather than just straightforward playthroughs.

Nice update, especially the level of detail in the fixes.

If I was testing this build, I’d focus on:

  • save/load consistency, particularly restoring mid-run state correctly after the fixes
  • achievement tracking across full runs and multiple sessions
  • physics behaviour at 1.5x and 2x speeds, especially after the split ball changes
  • options persistence (speed, display mode, audio) across relaunches and scene transitions
  • UI layering after the options panel rebuild to make sure it can’t be blocked again

The save/load and speed-related physics changes feel like the highest risk areas, since they can introduce issues that only show up after longer play sessions.

Nice update, this touches a lot of core systems at once.

If I was testing this build, I’d focus on:

  • fluid simulation behaviour after the rework (flow consistency, edge cases, draining systems)
  • train collisions and signalling logic, especially with manual driving + automation together
  • blueprint save/load across sessions to make sure builds persist correctly
  • multiplayer behaviour after the performance changes (desync or state mismatches)
  • interaction range reduction and how it affects existing player setups

The fluid simulation and multiplayer changes feel like the highest-risk areas, since they tend to introduce subtle issues that don’t show up immediately.

Nice update, especially this close to release.

If I was testing this build, I’d focus on:

  • cloud save consistency across devices and sessions (especially switching between PC and Steam Deck)
  • leaderboard accuracy and fairness, particularly with difficulty differences and run timers
  • performance stability after the optimisation pass, especially under heavy effects or in browser
  • boss behaviour during spell casting (immunity + timing interactions)
  • tutorial flow to make sure new explanations actually match what the player experiences

The cloud saves and optimisation changes feel like the highest risk areas, since they can look fine at first but break under normal use.

Nice update, especially the onboarding and system changes.

If I was testing this, I’d focus on:

  • tutorial rewards (first-time vs replay, making sure they don’t duplicate or fail)
  • mute system persistence, especially since it’s tied to browser storage
  • party system + MMR behaviour across different queue types
  • login/onboarding flow for new vs returning players
  • cached data (leaderboards, profiles, friends) to make sure it doesn’t go out of sync

The login and caching changes feel like the kind of thing that can look fine at first but break in edge cases.

This is a strong regression-risk update, especially because it touches combat behaviour, UI clarity, save reliability, and selection logic at the same time.

The areas I’d be most interested in re-checking are:

  • manual save / autosave / quicksave separation after the overwrite fix
  • starter unit persistence across save, load, quit, and relaunch
  • Medic targeting behaviour after switching from percentage healing to flat HP healing
  • double-click selection consistency across different unit types
  • HUD tooltip values updating correctly when switching selected units

The save fixes are the big one for me. Anything involving persistence usually needs direct checks plus side-effect checks, because “fixed save issue” can quietly break something nearby if the state handling changed.

Big update. The hotfix chain alone shows how much surface area changed here.

From a QA point of view, the highest-risk areas look like:

  • mod support touching item, enemy, event, and trigger data
  • save/load and quit behaviour after thread and window-loading changes
  • mobile shader/device compatibility after repeated crash fixes
  • controller/keybind/UI changes affecting input consistency
  • accessibility settings like misophonia, arachnophobia, and colour-blind readability

This is exactly the kind of update where I’d want a regression matrix split into direct checks and side-effect checks, rather than trying to retest everything blindly.

Nice optimisation gains, especially on load times.

When changes like this touch memory and loading, it’s usually worth re-checking things like:

  • repeated scene loads (consistency over multiple runs)
  • asset streaming or missing elements during faster loads
  • behaviour on lower-end devices where memory pressure is higher

These kinds of improvements can sometimes introduce subtle issues even when the main metrics look solid.