I thought the game was fun, but it needs a bit more polish. It could really use a mini-tutorial explaining the controls. Also, it would be great to have some visual feedback when hitting the opponent (like knockback or a flash effect)—sometimes I couldn't tell if my attacks were actually landing or not."
ParticleAtonStudio
Creator of
Recent community posts
I personally read the manual to get the controls down, but I suspect a lot of players will just jump straight in without doing that. It would be super helpful to include a quick in-game tutorial or guide for them. Also, a small quality-of-life suggestion: the screen gets a bit cluttered when the debris from destroyed objects just hangs around. It would look much cleaner if those items faded away after a short time
I personally read the manual to get the controls down, but I suspect a lot of players will just jump straight in without doing that. It would be super helpful to include a quick in-game tutorial or guide for them. Also, a small quality-of-life suggestion: the screen gets a bit cluttered when the debris from destroyed objects just hangs around. It would look much cleaner if those items faded away after a short time
The concept is really cool and interesting! I think adding a 'day' phase to plant and organize banana trees would be a great addition.
Also, just a heads-up: I managed to beat the game simply by sleeping in the house for all 7 nights—I didn't even have to leave the map! You might want to look into that balancing.
Thanks for the feedback! I completely agree with your points. Switching to a variable jump height—where holding the key results in a higher jump—definitely makes the platforming feel much more fluid and intuitive. That's a great suggestion for the core movement.
Your point about the wall-climbing stamina is also spot on; having it refill instantly upon touching the ground is exactly the kind of polish needed to keep the gameplay feeling snappy and responsive.
I’m going to shift the 'charge jump' mechanic out of the main character movement and reserve it for a specific minigame where that type of puzzle-based control fits the design better. Thanks for helping me refine these mechanics!
Thanks a lot for such detailed feedback! 😀 Falling as a gameplay element was fun to explore, and I really appreciate your suggestions — especially about clearer warnings for the fire, better GUI alignment, proper font scaling, and custom elements. This was actually my first time working with a 64x64 resolution, and it was definitely a challenge to keep some of the text readable, but I’ll work on improving that in future updates.
And haha, I’ll definitely keep falling (err going)!
Thanks a lot for playing and for the feedback! 🙏 The numbers at the top actually show the current wave and how many enemies are left. I see how that can be confusing at first, so I’ll work on making it clearer in the next update. And good point about the UI — I’ll polish that up so it doesn’t look blurry.
Hi, thanks so much for the feedback! I’m glad you liked the idea of using the arrow keys to select answers — making the game dynamic and fun was exactly the goal.
I’ll fix the HUD so the turn indicator bar appears consistently below the health bars for both the player and the enemy. I’ll also take the opportunity to make some other improvements to the game.
Thanks again for helping improve MathCombat!
I enjoyed the idea of dragging pieces to form squares and rectangles — it’s a very creative concept! But I noticed that sometimes the mechanic doesn’t work as expected, and I had to restart the game to make it work again. Maybe it’s a small bug to fix. Overall, it’s a cool and original puzzle game. Well done!
I really enjoyed playing Mathtorio! The blend of math puzzles with exploration and crafting mechanics is super engaging and unique. However, I found it a bit complicated to understand the game at first — probably because I’m not used to this style of game. Maybe adding clearer instructions or tutorials could help new players get started more smoothly. Keep up the great work!
I really enjoyed Cauldron Matholicon! The magical theme combined with math challenges creates a very immersive and creative experience. The art style and atmosphere are fantastic — great job!
One thing I’m not sure if it’s just on my PC, but the character sometimes starts moving backward on its own. Also, instead of the interaction windows opening automatically when approaching objects, it might be better if players had to press a button or click to open them. Sometimes I was just walking around the lab and the interaction windows kept opening and closing repeatedly.



