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RemiQA

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A member registered 3 days ago · View creator page →

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Hey,

I've tried your game. Here's what I found: https://docs.google.com/spreadsheets/d/1HACCUDQeGZrlIXVBrL6eFNnG3Xqd-fNKmN1YTTNt...

The game was short, I completed it in about 30 - 40 mins, it was quite enjoyable, but I don't think I would it play for more than a few hours.

I hope this information helps you.

Best of luck,

Remi

(2 edits)

Hi,

I went in blind and tried your game . At first I had no idea what I was supposed to do, I just clicked anywhere to spend resources. Later I realised that I need leafs to generate sun resource. Absolutely remove zoom in/out. I would suggest that branches should not be generated randomly. Just make it properly branch out. Currently it looks jarring if you spam it and you get 10 branches in one spot with 50 leafs. 

UI. I would remove the slider for resources, I think it would look better with just numbers and icon.

I tried 3 playthroughs. Died in all of them rather quickly. I didn't know that upgrades were persistent. If they are, they should not be inside the game, but rather outside, in the main menu before starting a game. 

Same as the other person, I did not understand how to tap for sugar, I think it just automatically does it for you?

I can't say I enjoyed it. But I believe this game could become a single tower defence game. Grow your tree, fend off pests etc. vibe.

Hopefully this information helps you.

Good luck,

Remi 

And I agree with the other person, sounds were indeed kinda annoying at some points during the game. Some were loud.

Hey,

The game took forever to load, but probably because it's in the browser. 

First thing that I noticed when selecting a character is the "random" text below the character, remove it, just have a character with "?" and change it's name to random. I personally think that character name should be under the character, not above. 

I won't comment the visuals, it's clear they are not that great. But I get the vibe.

Wording. When levelling up, you have options like "Fragments plus", "Healing plus". Just do "Fragments", "Healing", and on hover it explains it clearly. I would probably also change "Gather radius" to "Loot radius", or just "Radius". You currently have to press the + button to level up. You should probably make the whole skill thing a button and remove the +. 

The character moves very slow. I got bored very very quickly. I was supposed to go somewhere, but I just couldn't be bothered.

UI was quite confusing. In pause menu you have a navigation on the left and on the bottom. These are not best UX practices.

Being a bit harsh, but realistic. Hopefully this information helps.

Best of luck,

Remi

Hi,

I would like to try the game, but since it’s not available on Steam and the profile is very new, I am  against downloading files from unfamiliar sources for safety reasons.

From the videos I’ve seen, the game gives me nostalgic vibes similar to Warcraft III mods with Bleach/Naruto characters, which I actually appreciate. I can understand the direction and gameplay concept.

That said, from a modern presentation standpoint, the visual quality and animations, especially during skill usage, don’t feel very smooth or polished compared to current industry standards. The overall presentation feels closer to early 2010s-era games.

I genuinely respect the effort that went into developing this project. Creating a game is not easy, and there’s clearly passion behind it. My feedback is not meant to discourage you, but rather to be honest about how it may be perceived by new players.

At its current state, I think the game would benefit from further polish before investing in marketing, especially if the goal is wider commercial appeal. Also, for every video you publish (Discord, YouTube, etc.), it would help to ensure the game is running in English, as seeing an unfamiliar language may discourage some people from trying it.

I also suggest creating a demo/playtest on Steam. This will allow people to test your game more easily. Hoping to test the game in the future.

Best of luck,

Remi

Hey,

I gave it another try. Yes, you are right, the controls were explained at the beginning, however, I am very positive that many people do not read the full instructions and only catch a glimpse, just like I did. I never read full text, I just quickly skim what looks interesting and go. Once I knew how to control the soldiers, it was a lot easier and there were no input delays.

I still believe that selecting a unit and then controlling it with arrow keys might be a better user experience. You mentioned that clicking a soldier will make it swing an axe, but what about adding another key to do that instead? For example, Z. There is also an accessibility consideration here: not everyone may be able to constantly move the mouse to keep hovering over a soldier while simultaneously pressing arrow keys, whether due to motor difficulties or simply the physical awkwardness of the two-hand split. A click-to-select model would make the game more accessible to a wider range of players.

Another thing I noticed: after bringing 8 soldiers into the tent the level completes, but I still had 2 soldiers left and 60 seconds on the timer, and the game did not end. I had to wait it out because I had no more left/right moves available. I think the game should end when you complete the objective, unless you want to give some kind of bonus for the extra soldiers? But if the player doesn't want to go for that, there should be a way to skip it.

Sorry about the OS. I should have mentioned it. I ran it on Windows 11 build 25H2 26200.8457. Hope this helps. 🙂

Regards,

Remi

Hi, I think your idea has potential, but to execute it well, the game needs strong visuals and a convincing horror atmosphere. The combat should feel unsettling and unpredictable, enemies that make players go “what the f***?” the first time they encounter them. Players should have to think about how to kill each monster, because some enemies should be extremely difficult to damage directly. Finding and exploiting weak spots would make encounters much more engaging and memorable.

 Good luck,

Remi

(1 edit)

Hii,

I've tried your game. Here's your report: https://docs.google.com/spreadsheets/d/1Z2T5dQy3UyRo6cYciFBo_qH_q-2XOrUUfRR5bvGT...

I went in blind, without reading anything, but at the start of the game I had to go find controls, because I had no idea how to play or do anything. Interesting idea for a puzzle game, and love the visual style. I hope this helps. 

(MOVE OUT) love it haha

Regards,

Remi

Hello,

I've tried your game. Here's your report:
https://docs.google.com/spreadsheets/d/1keBiwuxAYaKNmO-VoJExATcXu9wVOGiy7FPlUbC2...

I didn't find any technical bugs, but I've documented three UX observations in the report that I'd consider higher priority, particularly around onboarding and visual identity.

Hope it helps. If you have any questions feel free to contact me.

Regards,

Remi

Hello hello,

Do you have a browser-based version on Itch.io or a demo/playtest on Steam? Due to security reasons, these are the only viable options for me to test games.

For more information you can send me a DM on discord: remi_qa

Thanks,

Remi 

Hi, 

I got you some feedback. Could you write me a DM on discord? username: remi_qa

Thanks,

Remi

Hi Jan,

Please make sure that you have either a working browser version on Itch.io or a demo/playtest on Steam. I will happily test the game once you do.

Thanks,

Remi

(4 edits)

Hi devs 🙂

Exactly as the title says. I am looking to test your games.

Feel free to send me a DM on Discord: remi_qa, or simply drop a comment below! I'm always happy to hear about new projects.

REQUIREMENTS:

For security reasons I will only be testing browser-based games(on itch.io) or doing demo/playtest through Steam. 

FAQ

Q: Why are you doing this for free?

A: I'm a Software Engineer, building hands-on QA experience and a bug report portfolio to pursue a career in game testing. Your game gets a professional tester, I get real documented work. Fair trade.

Q: What do you actually deliver?

A: A structured bug report - steps to reproduce, severity ratings, screenshots or clips, and a test case checklist. Not casual feedback, actual useful documentation.

Q: What about my bugs ending up in your portfolio?

A: By sharing your game with me in any form - a link, a download, a GitHub repo, or anything else - you're agreeing that the bug reports I write may appear in my QA portfolio. This portfolio is view-only and is solely used for job interviews. I document the bugs I find, not your code or any private project details.

Any further questions, just DM me on Discord: remi_qa or leave a comment below, I'll get back to you as soon as I can.