Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

lcsmith2009

8
Posts
1
Topics
2
Followers
A member registered 6 days ago · View creator page →

Creator of

Recent community posts

Thank you! The upgrade progression is actually something I'm reworking right now after noticing a similar issue during longer playtests. I want upgrades to create real choices instead of eventually becoming an obvious "buy everything" path. And that's a really good point about the International Terminal tease too — I want finally earning International clearance to feel like something the player has been looking forward to, not just another unlock. Really appreciate the feedback!

That's actually something I'm working on right now! I don't want later progression to just mean "more bags + faster belt." I'm testing different bag mechanics, shift-specific challenges, more active terminals, and other changes that force you to play differently as your career progresses. Really appreciate you bringing this up because that's exactly the direction I'm trying to take it!

(1 edit)

Quick update — I ended up agreeing with your point enough that I changed the prototype. Full automation was making the player too unnecessary, so I reworked it so the diverters handle the routine baggage while special hand-check bags still require manual sorting. Once all three diverters are running, the workload also increases, so automation creates headroom instead of basically playing the game for you. I also added a 1x/2x speed option for pacing. Thanks again — your comment genuinely helped improve the game. If you happen to try the updated version, I’d be curious whether this feels like a better balance.

(2 edits)

Fixed! You were right — the auto-diverter could process the same bag multiple times before it was removed. I've patched that without changing the rest of the prototype. Thanks for catching it!

That's a really good point. I hadn't thought about separating onboarding confusion from progression confusion that way. I'm keeping the build frozen for the first five playtests, but I'll definitely keep that distinction in mind when reviewing the feedback. Thanks!

Update: I set up a short structured feedback form for this test round so I can keep all 5 playtests together.

Play the prototype using the itch.io link in the original post, then submit your feedback here: https://www.indieable.com/feedback?round=70922e62-f9e8-4c01-89dd-7fe08599ede1

Still looking for 5 testers. Thanks!

(2 edits)

I just released an early prototype of Baggage Rush, a short airport baggage-sorting/incremental game that plays directly in the browser on desktop or mobile.

I'm deliberately keeping development frozen until I get feedback from people who haven't played it before.

If you have a few minutes, I'd especially like to know:

Did you finish the prototype?

What did you enjoy most?

What annoyed or confused you?

Did the progression/upgrades feel satisfying?

When you reached the International Terminal tease, did you actually want to keep playing?

No download or purchase is required.

Play here: https://lcsmith2009.itch.io/baggage-rush

Thanks! I'm looking for honest feedback — positive or negative.

I tried the demo for a few minutes and found the basic puzzle mechanic pretty easy to understand without much explanation, which I liked. The underwater theme is cute too. My biggest suggestion would be adding more feedback when the player makes successful moves—animations/effects/sounds could make the interactions feel more satisfying. I’d also like to see the early levels tease more of how the gameplay evolves later, especially since the full game has 300 levels. The core mechanic works; I think making the moment-to-moment interactions feel more rewarding would help a lot.