I gave you some feedback on your game here : https://itch.io/t/6273292/if-you-test-mine-i-will-test-yours-rabbit-rocket-racin...
Hope its usefull
polyspice
Creator of
Recent community posts
Hi Lordricker
I was unable to find your get feedback thread, so I will just give it to you here :)
I have an AI agent the helps me analyse the transcript, its response is here.Thank you for sharing your game with me, it was a pleassure.
Cadence Blade playtest, my notes
Hey, thanks for letting me try this. I played for about 10 minutes, died three times (best run was 2:10), and ended up genuinely engaged once I figured out what was going on. The core idea of defending the castle from a hero you control directly hooked me really fast. The friction I ran into was almost all in the first couple of minutes, before I understood the controls and the flow bar. Once I did, the game felt good and I wanted to keep going.
What I liked
- The premise lands instantly. You spawn inside the castle, you can see the healer and the blacksmith right there, and the moment you step out and there's an enemy you're already invested. I liked it from the first screen.
- Having a hub inside the castle where you can heal or upgrade, and then go back out to fight, is a really nice loop. It's a smart spine for the whole game and I think you can hang a lot off it.
- Once I worked out the rhythm, hitting the green part of the flow bar felt satisfying. That's the moment where it clicked for me ("oh, so the purple one is bad, now it makes more sense").
- Two playable characters at the menu (the green-hat archer and the red knight) is a cool touch this early. I tried both, they feel different.
- Visually it's charming. The pixel art castle, the enemies marching up the path, the little shop interior, all of it has a clear style.
Where I got stuck
- The very first screen (Play menu) confused me. There's a "Private" toggle and a Session ID and I had no idea what either meant or whether I needed to do anything with them before pressing Play. This is a learning problem, not a difficulty one. I just clicked Play and hoped.
- I started the game without reading the Help screen, and immediately got punished for it. WSAD plus J/K/L plus Shift plus the flow bar plus a shop is a lot to discover by guessing. About a minute in I literally said "I regret now that I did not read the instructions." The Help screen exists and is actually really clear, the problem is I didn't know I needed it before I needed it.
- The flow bar was the biggest thing I bounced off. For a while I was attacking, seeing red, getting hit, and not understanding what I was doing wrong. I thought the purple state was something I was supposed to hit, not avoid. The realization that I had to time my second press for the green portion came pretty late, and the gap between "attacking randomly" and "understanding the rhythm" felt punishing.
- The difficulty in the first 30 seconds felt steep. Enemies arrive fast, I die fast, and I'm still figuring out what buttons do. This is mostly the same learning problem as above, but the early enemy pressure makes it harder to experiment.
- Inside the shop I wasn't sure how to actually buy anything until I'd died a couple of times. The Help screen explains it (J for left, K for right) but in the moment I was standing next to the blacksmith going "okay how do I buy that."
- Quitting / restarting flow felt awkward. I tried to quit early and couldn't tell how, ended up just letting the castle die so I could get back to the menu.
Suggestions
- Surface the controls in-game at least once on the first run, even just a small overlay on the first screen ("WSAD to move, J/K/L to attack, watch the flow bar"). Right now the Help button is the only path and players like me will skip it.
- Consider showing what the Private toggle and Session ID do, or hide them on the first launch. As a brand new player I just wanted to start the game, and being asked to make a decision I don't understand made me anxious before I'd even pressed Play.
- The flow bar is a great mechanic but it needs a moment of dedicated teaching. A tiny first-encounter prompt on the first attack ("press again on green for full damage") would have collapsed maybe 90 seconds of confusion for me.
- I'd lower the early enemy pressure a little, or at least the frequency, just for the first 30 to 45 seconds. Right now you're learning and being punished at the same time. Easier start, ramping difficulty, lower frequency early on. Keep the game hard, just give people room to learn the flow bar before throwing waves at them.
- For the punish on a missed flow press, I'd tune it down or rework it. As I said in the moment, "it feels like a lack of control, because I clicked twice and it fired." I'd rather get reduced damage on a bad timing than feel like I'm being punished for trying. Reward the green hit with bonus damage instead of punishing the miss with a penalty if you can.
- Add a clear Quit / Back-to-menu option from inside a run. I couldn't find one and dying was my only exit.
Overall
I had a good time. The concept is genuinely fun, the loop of fight/heal/upgrade/fight is a great foundation, and the rhythm-based attacks are a smart layer on top of a tower defense, once you understand them. The single highest-value change I'd point at is the first 60 seconds: that's where you're losing players who would otherwise enjoy this. Get the controls and the flow bar across before the first wave hits, and the difficulty I described stops being learning friction and just becomes the game being satisfyingly hard. As I said at the end of my session, the game should be difficult, not how to play the game. You're really close.
Thanks for sharing it, looking forward to seeing where this goes.
Hey AhhGamesI played the game, and really enjoyed it, thank you for sharing,
I have recorded the playthrough where i speak out loud, and that should give you a few pointers on where I struggled with the game, and where I enjoyed the game.
I am using AI to capture the feedback in text form (there is still some work to do on shaping this skill :) )
Here is the AI summary
Japitown playtest, my notes
Hi Alan, thanks for putting this out and for inviting feedback. I went in cold (didn't read the page first) and played a single ~13 minute session as a think-aloud test. Quick framing: I'm not the target audience for visual novels (I'm more of a French/Belgian comics reader and I don't usually play story-driven games), so take that into account, but I genuinely enjoyed the session more than I expected. The art and the opening scene with Papa carried it. Most of my friction was onboarding: figuring out what the game is, who these people are, and what I'm supposed to be doing in any given scene.
What I liked
- The line art is the standout. Clean outlines, expressive, very alive. It's the first thing I noticed and the reason I wanted to keep going.
- The Papa goodbye scene genuinely landed. I have kids around that age and the "smile and be happy when all you want is to hear them say I love you" beat is a real feeling. If you can hold that emotional precision through the rest of the writing, you have a real anchor.
- Reading-wise it has the cadence of a graphic novel I'd want to keep going with. The framing of the panels and the dialogue rhythm work for me even as someone outside the usual VN audience.
- The premise (returning home, rebuilding relationships with people whose dynamic has changed) is a strong hook on paper, even where the specifics didn't land for me in-session.
Where I got stuck
- I never understood who the people in the house were. I figured out Papa, and I figured out I'd been away traveling. But once I arrived at Mónica's house I couldn't have told you the names or the relationships. I literally said out loud "I want to reconnect with everyone, but I don't know still who they are." For a relationship-driven game that's the foundational layer and it wasn't there for me. Onboarding/learning issue, not difficulty.
- Nothing tells me what's clickable in a scene. In the very first Papa scene I sat there clicking around trying to find the interaction. The cursor turns into a hand on basically everything, so the cursor isn't signal. I get that the bed and backpack icons later are the navigation/action menu, but in dialogue scenes I couldn't always tell whether I needed to click the character, click somewhere on the panel, or wait.
- The day/time system wasn't legible to me. I hit "too late for activities," the inventory was empty, the chat and relations panels closed when I clicked them, and I genuinely didn't know if I was stuck or just done for the day. I ended up clicking the bed because I'd run out of guesses. I now understand from your page that there are 4 time slots and characters move around the house autonomously, but none of that was visible to me as a player.
- The "skip" button and several UI affordances are unlabeled. I couldn't tell what skip would skip, and several panels (chat, relations, map) gave no real explanation of what they were for. The "map content in development" placeholder is fine for early access, but the live ones could use a one-line description.
- A few smaller bugs / polish notes from the session: the dialogue switched to Spanish at one point ("nada" type lines mid-sentence), at least one character kept smiling through dialogue where the emotional beat read as sad or angry, and the backpack contents seemed to change between a scene and the next in a way I couldn't trace.
- I didn't pick up on the adult/romance framing during the session. I see now from the page that romance and 18+ content is core to what this is. From the playthrough alone, I read it as a relationship-drama story game. Not a complaint, more a flag that the in-game tone in the early scenes doesn't telegraph what kind of game I'm in. That might be intentional pacing and that's fine.
Suggestions
- The tutorial that's already on your 0.1.5 roadmap would have solved most of my problems. I'd push it earlier if you can. Even a one-screen "here's the time system, here's your phone, here are the people you live with" would change the first session a lot.
- Introduce the household by name and relationship on first contact. A single line per character ("Violet, Mónica's daughter, the quieter twin") the first time I see them would have grounded me. Right now I'm meeting people whose role I'm supposed to infer.
- Make the time-of-day state explicit and tell me what to do when nothing is available. A small persistent indicator ("Evening, slot 3 of 4") plus a nudge when all options are exhausted ("nothing more to do tonight, sleep to continue") would have stopped me from clicking around lost.
- For dialogue scenes, consider a subtle highlight on the thing the player needs to click to advance. The hand cursor isn't doing enough work on its own.
- Audit the scenes for expression/dialogue mismatches. The art is strong enough that when a smile holds through a sad line, it really pulls me out. Worth a sweep.
- On the AI disclosure: you've been transparent about it on the page, which I respect. The art holds up, the line work doesn't read as generic to me. Where it shows is mostly in small inconsistencies (a background detail here, a character expression that doesn't track the line there). Those are the things to keep hand-editing.
Overall
Genuine compliment first: there's something here. The art is good, the opening scene is emotionally real, and the premise has room to grow into the relationship system you're describing on the roadmap. For an Early Access 0.1, the foundation is more solid than I expected. The single highest-leverage thing you can do, in my view, is the onboarding layer: make the time system, the household, and the basic interactions legible in the first 5 minutes. The story bits are working. The interface is in their way.
Good luck with the development. Hope the feedback is useful.
Thank you so much, this was really solid feedback :)
I am coming out with a new version this weekend, where things are a bit clearer.
Your stuff about the different control schemes is perfect, and just what I was looking for.
I will fix the stuff about the stats, that is important.
And yes, have been thinking about if we should do the A+D only because it is wonky.. it depends on what direction we are taking the game in though. :)
I will test your game as soon as I can, it might not be tonight, but tomorrow morning maybe before I go to work :)
Thank you again
Thank you so much for this amazing feedback, I am working on a new version.
Notice that this is a prototype, so we are just seeing how the levels are working.
Can you tell me what controler you were using? (Keyboard vs. Controller) and also, which scheme you were using (engines, Triggers or Joystick)
Lastly, do you have a game that I can test in return?
Thank you so much for the feedback. This was really helpful :)
Yes, you are right this is VERY early stage. What we are testing here is how the different controls works, and which of the levels have the best level to rocket size ratio.
The QWOP is not what we are going for, but it suddently made us discuss a lot of things, and wether this is where we are going to take the game, because you are right, that this is a place we could take the game.
If you dont mind me asking - what rocket did you play, and what level did you play? And did you use a controller or keyboard?
Thank you again for testing.
And for anyone reading this message, being interested in testing synaut's game, you can find that here: https://itch.io/t/6163142/dark-roguelike-with-dominoes-and-rituals-need-feedback
I have tested your game and really enjoyed it. I have recorded it, while speaking out loud, and I am working on a Skill for Claude to analyze my session transcripts and have attached that below.
I would be really grateful if you could test the mechanics of my game as well, you can find the game here: https://itch.io/t/6273292/if-you-test-mine-i-will-test-yours-rabbit-rocket-racin...
Here is the video of me playing your game:
Dominot playtest, my notes
I gave Dominot a 12-minute solo run and recorded my thoughts as I played. Once the loop clicked I genuinely wanted to keep solving boards.
What I liked
- The puzzle loop itself is satisfying once you understand it. From around the 8-minute mark I was narrating moves like "this one needs a three and a one," which is the moment a game stops being instructions and starts being play.
- Strong genre fit. I like board games and puzzle games and Dominot scratches the same part of my brain.
- The progression goal (get to 15, advance) reads cleanly once it's visible. By the end of the session I had figured out the loop and was happy to chase the next level.
- The game let me recover from a bad state. Around 5 minutes in I thought I had broken something, restarted, and worked out on the second try that I needed to update all the pieces before resolving. The retry path was forgiving.
- It held my attention well past my usual stop point. That's not nothing for a prototype.
Where I got stuck
- The intro lost me. In the first minute I was narrating things like "I'm not really sure what that is" and "lost, we are doomed," and at 1:09 I said outright "that intro was a little bit confusing." This felt like a learning problem, not a difficulty problem. The game hadn't told me what I was doing yet.
- I couldn't tell when "resolve" was available. Between roughly 3 and 4:30 I asked "why can I not resolve" three times in a row and never got an answer from the UI. Definitely a learning problem.
- Even when resolve fired correctly, I couldn't tell why. Around 6:30 I said "I don't know why they've resolved, all of a sudden it came up." The mechanic was working but I couldn't connect cause to effect, which is a feedback gap.
- There's a blue indicator I never figured out. At 7:49 I asked "what's that blue one, now I don't know what that means," and at the end of the session it was still unresolved.
- I forgot what wax did and couldn't look it up. Around 10:45 I said "I forgot what wax was," and a minute later "I can't remember what it was, something about replacing something." Once a tooltip is gone, I couldn't get it back. Pure learning friction.
Suggestions
- Replace the opening with a guided first move. Teach the basic loop with one piece on the board before introducing flavor or world setup. The intro felt like flavor first, gameplay second, and I needed it the other way around.
- Make the resolve button tell me why it isn't available. A greyed-out button with a tooltip ("update all matching pieces first" or whatever the rule actually is) would have saved me the entire 3 to 5 minute confusion stretch.
- When a resolve triggers, briefly highlight which pieces caused it. That single bit of feedback would have closed the loop on the 6:30 moment where I succeeded but didn't understand why.
- Add a hover or click-to-inspect on every UI element, especially the blue indicator. If it's important enough to be on screen, it's important enough to label.
- Make mechanic descriptions (wax, etc.) re-readable. A glossary, a hover on the affected piece, anything. Forgetting what a piece does halfway through a level shouldn't end the run.
- A sound volume slider would be nice. Pretty minor, but I noticed it.
Overall
I had a good time, which is the most important thing. The core game is genuinely fun once you're in it, the design is working. The whole experience is essentially gated behind one problem though: I couldn't tell when or why "resolve" worked, which is the central verb of the loop. If you fix that one thing first, I think most of my other complaints will quietly go away with it. Excited to see where this goes.
Thanks for letting me test it.
Hi everyone
If you test my game, I will test yours!! Test for a test!
You can download the prototype here: https://polyspice.itch.io/rabbit-rocket-racing
This is a pure mechanics test.
We're not testing visuals, art, or polish at this stage, so please don't worry about how things look.
What we want to learn is how the game feels.
Specifically, we'd love feedback on:
- The control schemes - we have three (Joystick, Trigger, Engines). Which feels best? Which feels off?
- Rocket size - does it feel right relative to what's around it? Each level have different sizes.
- Level size - too cramped, too open, just right?
- Competing against each other - how does racing head-to-head feel?
Rocket Rocket Racing is a controller-first game. It's built around Xbox or PlayStation controllers.
Keyboard support is in there, but it's secondary. If you can, please test with a controller.
Thanks for playing!
----------------------------
Test for a test games - these are the games that were part of the test for a test
Dominot - https://itch.io/t/6163142/dark-roguelike-with-dominoes-and-rituals-need-feedback
1. Oh my.. whow.. I remember DeathSpank.. I loved this!! For some reason, I had not seen this.. but you are right. You can see our references and thoughts here: https://polyspice.atlassian.net/wiki/external/ZDI4YTM1Y2RlMmNkNDI0NGJjMGU1NzM3MD... This is our reference and inspiration.. moodboards and stuff.
2. Damn, thats annoying - was this in the browser build or the Windows build?
The minigame is an interesting conversation, we had a lot of back and forth on this one. Should it be random or skill based? So, we did a small survey, and the interest was on random - and I do believe that you are right in point 3.. random is a more "phony" approach, where skillbased is more for other platforms like windows. We are moving from phones to Steam, and we made this game with the contraint that it should be playable on the steamdeck.
3. Thank you for this, I will share it with the team, and we will talk about this.
This was great feedback, thank you so much!
Hi, we played your game
What I liked:
The unique setting, The consistent artstyle, The retro look and the unapologetic nature of the game
What I would improve:
The Controls, The controls felt like they were working against me most of the time, Add difficulty options and better difficulty scaling, Items names in world or when looking at them, Better guidance to the mission objective if its not to search for something hidden
I would be really grateful, if you could return the favour, and test our newest game: https://itch.io/t/4769466/sell-fish-man-a-small-fishing-game-about-building-the-perfect-rod-i-will-do-a-test-for-a-test-
Thank you for sharing :)
Hi, we tested your game, and here is the feedback :)
What I liked:
The concept, The multiple levels in the demo, The theme and how the menu and everything is coherent
What I would improve:
Have the two worlds compliment one another, Feedback on what happens or might happen when swapping worlds, Slight time slow effect between swapping worlds to better react, more guidance on where to go, Have completing the level be enough to unlock the next level and collecting the hidden item count towards unlocking special levels or something else
Watch the video for all of the feedback
Hi, we tested your game :)
What I liked:
I liked this game a lot, it resonated with me I like games where you command characters but are not in complete control of their actions. I like that you could capture any enemy, I like the feedback even thou I feel it could be improved on. The setting is nice, I could see so many ways in which this could be improve upon like merging frogs and other weird elements
What I would improve:
I would add character leveling, More options to heal, more enemies and a difficulty curve, a better tutorial and a whole lot more mentioned in the video
Watch the video for all of the feedback
https://itch.io/t/4769466/sell-fish-man-a-small-fishing-game-about-building-the-perfect-rod-i-will-do-a-test-for-a-test-
Thank you for sharing your game with us.
Nope, sorry :( Still tells me that it is infected with a virus
About using a 3rd party to host your files.
From my perspective.. this site that is asking me for my credit card, opening 2 different "ads" tabs and is a wild banner hell of "click me" buttons and banners is not optimal.. and it screams close this tab down.
I dissagree that it is better than hosting it directly on Itch
I would not be surprised if the virus was put there by the hoster of your file ?
I have now tried dowloading another game with a direct .exe file.. and there was no problems.
Your game is the only one that is giving me a virus alert.
Hi
We tested your game :)
What I liked:
- Its quick to get into gameplay,
- Fun quick loop that is easy to get into and restart when dying,
- A global leaderboard,
- Unlockable characters or just progression of sorts so each run feels meaningful
What I would improve:
- Add full screen mode in browser,
- add a downloadable link,
- a better tutorial,
- More levels and Controller support
We are also testing our game currently - if you have time to give it a go and give us some feedback we would really appresiate it :)
I left my feedback here: https://itch.io/t/4773465/looking-for-feedback-free-incremental-upgrades-game-da...
And this is a video of me playing:
I just had the chance to try out your game and wanted to share some thoughts.
Overall, I really enjoyed it—there’s something genuinely fun and charming about the whole experience.
What I liked:
- Combat feels great. The fighting system is really solid—responsive, satisfying, and even a bit silly in the best way. It has a good flow and feels fun to engage with.
- Lighthearted tone. There’s a playfulness in the design and presentation that I really appreciated. It doesn’t take itself too seriously, and that makes it enjoyable.
- Shop system. I liked the idea of limited, randomized items between levels. It added some variety and encouraged me to experiment with gear.
Suggestions for improvement:
- Better UI feedback. It would be super helpful to see things like enemy health, number of enemies left, cooldown timers (like for dodge roll), and player health in numbers. These would add a layer of strategy and clarity during combat.
- Menu navigation. At times, I wasn’t sure how to go back or restart. Some menu options felt unclear or incomplete—maybe a bit more polish there could improve flow.
- Gear progression clarity. I love the idea of optimizing your character through gear, but right now it's a bit hard to tell what each item does or how it affects gameplay. More visible stats or changes would really help here.
Despite a few rough edges, I think the game has a lot of potential. The core mechanics are already strong, and with a bit more Gameplay , UI and design polish and clarity, it could really shine.
Thanks so much for sharing it—it was a blast to play!
I just had the chance to try out your game and wanted to share some thoughts.
Overall, I really enjoyed it—there’s something genuinely fun and charming about the whole experience.
What I liked:
-
Combat feels great. The fighting system is really solid—responsive, satisfying, and even a bit silly in the best way. It has a good flow and feels fun to engage with.
-
Lighthearted tone. There’s a playfulness in the design and presentation that I really appreciated. It doesn’t take itself too seriously, and that makes it enjoyable.
-
Shop system. I liked the idea of limited, randomized items between levels. It added some variety and encouraged me to experiment with gear.
Suggestions for improvement:
-
Better UI feedback. It would be super helpful to see things like enemy health, number of enemies left, cooldown timers (like for dodge roll), and player health in numbers. These would add a layer of strategy and clarity during combat.
-
Menu navigation. At times, I wasn’t sure how to go back or restart. Some menu options felt unclear or incomplete—maybe a bit more polish there could improve flow.
-
Gear progression clarity. I love the idea of optimizing your character through gear, but right now it's a bit hard to tell what each item does or how it affects gameplay. More visible stats or changes would really help here.
Despite a few rough edges, I think the game has a lot of potential. The core mechanics are already strong, and with a bit more Gameplay , UI and design polish and clarity, it could really shine.
Thanks so much for sharing it—it was a blast to play!
Hi, I played and enjoyed your game a lot :)
Here is a video of me playing... I ended up playing longer than I planned, which is a good sigh ;)
Here are the things I liked about your game
The Cookie Clicker-like gameplay loop was addictive and engaging.
-
The building and optimization elements were fun and satisfying.
-
I liked figuring out how different objects interact with each other.
-
It had enough depth to keep me playing much longer than expected.
-
The game had charm and humor (e.g., cats loving beer, mouse interaction, etc.).
-
The visual radius mechanic (like with the coffee machine) was a helpful design.
-
I appreciated the concept and enjoyed trying to maximize profits.
Here are the things that I would improve
-
It wasn’t clear what actions led to income or motivation changes.
-
More direct visual feedback on how items (like cosmetics or fish bowls) affect the the gameplay, what the upgrades did etc.
-
I noticed what seemed like bugs with object placement and overlapping computers.
-
There was confusion about how or whether I could sell items or cats.
I couldn’t figure out how to raise the maximum number of cats to begin with.
-
Needed better indicators on how motivation changes over time or how it is restored.
-
Would have liked to click on items to see what they influence or get more stats.
The introduction was a bit to passive, I would have liked a more soft introduction
If you liked my test, I would appresiate it if you would test my game:
Thank you so much for sharing your game with me! :)
Here are some advices, I have found the same.
Rule number 1 in getting your stuff tested (this is just a general design rule) - you get feedback on the stuff that you show. If you show stuff that is highly artistic, then you will get feedback on that. So if you only want to get feedback on gameplay, try removing distractions in your documents or make sure that the focus is on the stuff that you want tested.
I have found great success in testing peoples games, and asking them to return the favor, and making posts here and on reddit, where I exchange a "test for a test" .. I test your game, if you test mine. This gives me an enourmous amount of value, and help me a lot.
If you could leave a link to your games here, then I could test them ;)
I also go to play sessions in Copenhagen.. and if you live in a bigger town, there would probably be something similar going on there.
I have a podcast about Design - recently I made an episode on Prototyping which might have some hints in it https://www.hiddenbydesign.net/2024/12/31/s2e30-prototyping/
Lastly, practice giving and recieving feedback - this is a more difficult skill than you would imagine I also made an episode on that https://www.hiddenbydesign.net/2023/11/29/s2e7-how-to-feedback/
Hi, we have been working on our game "Sell Fish Man" and it is now ready to be tested.
Find the game here: https://polyspice.itch.io/sell-fish-man
We are looking for:
- What you liked about the game?
- What you would improve/remove in the game?
- Do you think there is potential in selling this game?
As always, I will do "a test for a test" - so if you have a game you need testing, just test my game, and leave a link to your game, and I will test back - with a video of me playing your game.
I have made a new video on how to record videos of yourself playing
Looking forward to your response :)












