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Nightdrift Studios

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A member registered Jun 21, 2026 · View creator page →

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@nalim W,  I did try out your game and it's interesting mechanics. A few suggestions come to mind:

  • It's hard to tell how many steps are left since it up at the top right hand corner. Perhaps moving the number of moves remaining somewhere closer to the middle of the screen either top or bottom would help identify it easier for players to plan their moves better. Making that number and text larger would help since it's a critical part of the gameplay and decision making. Overall other UI elements could be made more visible/dominate since the rest of the game scene isn't that crucial to the gameplay since your gameplay mechanic is essentially turn-based and the informational aspects tend to currently play a more important role such as number of steps and the minimap.
  • Minimap should be given an option to not rotate based on direction player is facing, perhaps that is there somewhere and I may have missed it, but it is disorienting when the minimap keeps rotating.
  • If ending a turn on a trap is the only time players would take damage, the trap shouldn't give visual indicator that it is triggering because it's not clear what is happening with the trap. Visual indicator should also include a little more "juice" to the effect of being affected by damage some how, such as a damage number, blood, or some other damage effect so it's very clear that damage is/was taken.
  • The rewards/pickups don't yet feel impactful. Perhaps it can include rewards/pickups that affect how you traverse the maze such as getting a short teleport ability you can trigger, and even random activations such as getting teleported to random location on the map (which could be a type of trap even), would add a lot more dynamic character to the navigation element of your game.

I could provide more suggestions but I think these would help as a starter, but again these are just my own personal perspective. Keep up the great work!

That's a great idea! I'll see how to incorporate it into my game. Is your game available on itch? If you want to share your link I can take a look at it too.

Really appreciate you checking it out, Nalim!  I’ve been working on how to balance onboarding better. On one hand, I want players to have the freedom to explore right away. On the other, certain features are already gated behind "holographic locks" that require specific tasks to open up those features of the game.  I’ll keep looking at subtle ways to nudge players in the right direction without it feeling like hand holding too mcuh.

I played through the main mission through completion and I also tried out the endless survival.

Thanks for checking out my game! I’ve been thinking about your suggestion, especially around how to balance onboarding. On one hand, I want players to have the freedom to explore right away. On the other, certain features are gated behind "holographic locks" that require specific tasks. Forcing a mining chore feels a bit too basic for such a straightforward mechanic, but I’m looking at subtle ways to nudge players in the right direction without it feeling like heavy hand-holding.

I also checked out your game, and the 3D planet rendering immediately caught my eye, visually, it looks fantastic. From a gameplay perspective, my personal take is that flying a spaceship for land-based combat feels slightly mismatched. The orbit visuals are strong enough that expanding on space-based encounters or adding more celestial objects to investigate would really shine. If you do keep the ground combat, switching to ground vehicles might fit better. Taking out slow tanks from an agile starship feels a bit overpowered and strips away some of the challenge.

Hey everyone,

I’m working on Idle Eden, a browser-based space sim centered around asteroid mining, market trading, manufacturing, and ship outfitting.

Think of it as the chill, industrial side of EVE Online, numbers going up, optimizing fits and cargo, and expanding your fleet without having to worry about someone blowing up your ship while you're at work.


It runs straight in the browser with no download or sign-up required. Make sure to click Pop Out for best view.

Game link: https://nightdriftstudios.itch.io/idle-eden

I’d love some quick feedback specifically:

  1. First impressions: Does the initial guided onboarding get you going smoothly, or did you feel lost at any point?
  2. UI & Clarity: Did you understand how the mining, cargo, and market loops connect, or did the menus feel cluttered?
  3. Pacing: How did the progression feel in your first 5–10 minutes? Too slow, too fast, or just right?

Any constructive critique or brutal honesty is welcome. Feel free to leave a link to your project as well, happy to return the favor and test yours out!

Thanks for checking it out.