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RemiQA

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A member registered 25 days ago · View creator page →

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Hey,

Overall, the game looks really nice visually, the aesthetic is great. Here's my feedback:

UX & Flow. The tutorial prompt (asking whether to play the tutorial or skip to the game) currently appears a second after the game loads, which causes a jarring visual effect. It should appear immediately when the player clicks Play instead.

The configuration/setup screen is too long. Players have a very short attention span at this stage, they just want to start playing. Consider trimming it down or simplifying the flow.

UI & Readability. The default UI size feels too small. On a 27" 1440p monitor, I had to increase the font size to 130% to be comfortable.

The toggle buttons in the configuration/options menu during setup are not clearly visible, only the coloured circle is visible, with no visible background behind it.

In several places, text is very hard to read. Specific examples:

Play vs Computer AI: Configure screen (step 3 of 3). The text below the time control is barely visible. Inside Pass & Play label is similarly hard to read. Opponent colours are difficult to distinguish at times, it's not always clear which piece is white and which is black. I'd suggest making these more visually distinct. Or changing the enemy colour altogether.

Controls & Camera. I'd suggest reassigning the mouse wheel to zoom in/out rather than switching between board layers. The number keys (1, 2, 3, 4) are sufficient for swapping layers and feel more intuitive for that purpose.

The key combination Shift + "-" to zoom out is inconvenient, particularly when on a higher layer (e.g., layer 4) where you need to zoom out immediately to see the board properly.

The available zoom range feels excessive in both directions, as there's no practical reason to zoom in or out that far. I'd recommend tightening the zoom limits.

This is clearly a niche game, and I'll be honest that it's not really my type, so I may not be the best person to give deep gameplay feedback. That said, I hope these observations are useful. 🙂

The visual foundation is strong, and with some polish on the UX and readability side, I think it could feel much more welcoming to new players.

Best regards,

Remi

Hi!

I am very sorry, but I will not be testing your game. Your account is not trustworthy enough for me to download random files from.

I only test games that are available in a browser or on Steam. I hope you understand my concerns.

Best of luck,

Remi

Hello!

Good job on the game. I tried it and here's what I found:

https://docs.google.com/spreadsheets/d/1U72EleGhu6UAbzEP4adLUhHL-XZxMxSYneUFEs_I...

I have also sent you a DM on Discord regarding more sensitive feedback.

Hopefully this information helps you.

Best of luck,

Remi

Please note that due to limited storage I will delete the gameplay video after a month. 

So please make sure that you save a copy of it, if you want to.

Thanks for your understanding,

Remi

(1 edit)

Hello!

I have tried your game. It was a bit difficult, but quite fun, well done!

I found some bugs, here's a full report of a few hours of gameplay I did: https://docs.google.com/spreadsheets/d/1ZGuxseUzf-MtSb5YcaQi8J39lDPh3_shb_SezeZK...

I also recorded my best run(no commentary), this might help you notice some things from a different perspective, here is the 27 min gameplay video: https://drive.google.com/file/d/1jw5WBXXERKTlY6jDaMVQ-wBr2zwUc5kl/view?usp=shari...

At the end of the video, when I lose, you can see that it skips the defeat screen, because I remapped fire key from left mouse click to spacebar, as it felt more natural to me. The spacebar clicks the "try again" button and immediately exits the defeat screen.

I hope this information helps you. Looking forward to playing this again later.

Best of luck!

Remi

Hello,

This is not how you ask someone to try out your game. Please take a close look at your attitude and mindset. 

Begging attitude is not something I tolerate. Do not spam the community forums, especially in all caps.

You also were asking people to try out your game, when you clearly had set the demo to a paid model. This is not appropriate. 

I hope you find someone who will try out your game, because I will not be doing so.

Best of luck,

Remi

Hello,

The reason is very simple. The game is not great, however, the worse thing than that is your attitude. You are spamming your game everywhere and are trying to sell your asset packs. I personally, and many other people included, do not tolerate such behaviour.

Your work should speak for yourself, but right now you are trying to sell low quality products. Change your attitude and mindset. Improve your game. If people like what you do, they will buy it themselves. There is no need to shove it down everyone's throat.

I hope this information helps you.

Best of luck in your journey,

Remi

(1 edit)

Hello!

I've tried your game, unfortunately, there isn't a lot I can say about it. But I did find a few bugs:

  • Hover tooltip on a tile still shows the old version after buying the 2g upgrade, screenshot:


Explanation: you can see the upgraded tile has a score of 4, while the hover tile is still showing old score of 3.

  • When you add a new tile to the deck, it doesn't show up in the draw tile, screenshot:

Explanation: I had 3 tiles in the draw pile, I scored with a tile that gave me an additional tile, this tile was added to the draw pile, it says 4 tiles remaining, but only 3 tiles are visible.

Did 5 runs, only cleared level 1 once. The game is quite difficult for a person who doesn't play such games. I did try to take it slow, but even that didn't help much haha.

Simple visuals that I think do work for such a game. Good fitting font. In game, the tile visuals are very very basic, not sure how, but they could use a visual update. Good relaxing music. Not much else to say.

I hope this information helps you.

Good luck,

Remi

Hi there,

I don't have a game listed, but thank you for your interest.

I will not be paying to test your game, sorry,  you will have to look elsewhere. 😊

Best regards,

Remi

Hi, 

I played your game. Used Windows 11 Google Chrome browser.

First impressions. Visuals are ok. One small thing on the main menu: the hover effects on the play buttons are a bit too subtle. A slightly more pronounced press-down effect would make them feel more satisfying to click. But that's only a problem if you're using a pc.

In-game UX. A few things tripped me up. When dragging letters, they appear way above the cursor. I'd prefer them right next to it, it feels much more natural.

The drawn tiles container was confusing. Letters were disappearing out of view and there was no indication that I needed to scroll. I'd suggest either adding a visible scrollbar, or expanding the container vertically so tiles stay in view. I noticed you also cap the number of tiles a player can hold and force to clear the board if they go over the limit. But there should be an indicator of that as well, you should have a number of tiles available/maximum. 

I eventually figured out you can swap already-placed letters, but the offset between the cursor and the letters made it really hard to do reliably, especially under time pressure. Fixing the cursor alignment would help a lot here.

Audio. Suggestion for later down the road: consider enabling music by default at around 50% volume with a slider to adjust. Also worth noting, when the browser loses focus, the music stops but the game keeps going, and when you tab back in, the music restarts from the beginning. Might be worth addressing at some point.

Other thoughts. I'd consider removing the "replay tutorial" option from the settings menu, it felt a bit out of place there. Game is quite easy to understand, I doubt anyone would want to retry the tutorial again. Speaking about tutorial, you could show in the tutorial that you can swap already placed letters.

The cozy background sets the mood well. 🙂

For context, I played around 10 rounds and only managed to get 245 points, 5 words, 15 characters, it's quite a challenge.

I hope this helps.

Regards,

Remi

Hey, 

I've tried your Llama Legends game. Well done.

Here's your QA report in a Google Sheet, you can find it here: https://docs.google.com/spreadsheets/d/18I9cPYGeRW33GBd-vkZXnGhcQcKT2PUMvZtvcuA8...

A quick note on OBS-004 (autoclicker vulnerability), I recorded a short demo showing the click loop being exploited with no resistance. Took me 40 seconds to set it up. You can view it here: https://drive.google.com/open?id=1Ln67qOjyGrCyX7DL2gDRxIJNugfm6-_m

I also want to flag a few additional issues I noticed around the login and cloud sync flow:

On first visit, the game prompts you to enter a name even if you are a returning player, which is confusing.

Pressing "Sign in with Google" registers a new user rather than logging in, the intent of the button is not what it does.

The login form language is unclear: "Connect now" means sign in, but that is not obvious.

Cloud sync does not appear to work, signing into the game from a different browser creates a new character and the previous progress is lost entirely.

Looking forward to playtesting again later! If this was on mobile I would probably play it as a side game. The game has got some potential to make some money as well, but you have to move from browser to mobile.

I hope this information helps you. 🙂

Best of luck,

Remi

I think you should gradually increase the difficulty. The first spikes might be slightly too difficult for many people.

Also, the regular enemies(first one you encounter) might be too strong as well. It takes 3 hits to kill iirc? I just started ignoring them after a few tries. Maybe have different variantions of them, with different colouring? The first 1-2 you encounter should be rather easy to get rid of. Then you can make them stronger, requiring more hits to kill. The problem is that I don't know how long the game is, so I could be wrong about this.

About the visuals, I wouldn't say they are good or bad. Just simple visuals that work for a game jam. I can see the boss fight from the gif, that looks ok.

Would I buy such a game? Most likely not. Not my cup of tea. There isn't anything special about it, but that's the thing about platformers such as this, it's very hard to make something unique. It's the genre itself.

I hope this harsh feedback helps.

Best of luck,

Remi

(1 edit)

Hello!

I gave your game a try. 

Not gonna lie, it was quite difficult. Took me 5 tries to get through the spikes, that run managed to get a little bit further, got the fire weapon upgrade, then got the normal weapon back, but then losing and starting from beginning again really put me off from playing again. Do you have any checkpoints?

Overall, nice simple game. I was using a keyboard, but I don't think it was the problem why I lost. You can surely make it work with a keyboard.

Ok visuals, fitting music. Not much else to say. Did not encounter any bugs.

Regards,

Remi

No worries. I just hope that the harsh feedback did not discourage you. Hopefully this makes you a better game dev 🙂 GL!

Hey there,

First impressions:

I don't like the background(the sides), it feels too strong for me. HOWEVER, I absolutely love the way content is positioned below the game, I think it fits really well and makes me want to read it.

BANGER music, good vibes. I personally don't like the game, because it's just not for me. That doesn't mean it's bad. I like the minimalistic vibe.

I did not find any bugs, except one visual problem. Once the game is over, if you show stats and then click settings, it overlaps. Check the screenshot below:


I Hope this helps.

Best of luck,

Remi

Hi,

I highly suggest making the game playable on a browser through Itch.io or getting a Steam demo/playtest, otherwise people will not try your game.

Regards,

Remi

Hi,

I have not played text based games in about 20 years, so can't really give much valuable feedback, but from what I've seen after trying it:

Nice terminal visuals, but I have to constantly look for text after writing a command, it's hard to understand where I wrote it and what I need to read. I did not encounter any bugs. 

Writing commands is as expected in the terminal, which is a good thing, nothing out of the ordinary.  It was quite easy to get started right away. Not much else I can comment on. 

This game is for a very niche audience, so you probably know better what works or not.

Regards,

Remi

(1 edit)

I gave it another try. Here's a little bit more feedback.
When the game loads, you are met with 3 options: menu, start and tutorial diagram. You have a problem with wording. Your options should be "New game",  and also have "Continue" if you have an unfinished run, instead of menu it should be "Settings" or "Options". If planning, for a desktop version also add "Quit game" or "Exit". You need to do some research first. Look at other games. When a player starts the game for the first run, do a very quick tutorial. No need for a tutorial option in the main screen.

11 minutes. I don't get it honestly.

Gun module Upgrades screen: instead of one big block, have 3 separate cards, and increase the clickbox instead of having to specifically click the icons to select the upgrade. Add some spacing between the cards, make it easier to read. 

The art visuals don't fit well together. I am walking, there's a road and I can't tell if I can go through it or not. I didn't feel anything special about this game. The enemies are bland and just look bad. Game over screen is terrible. I did like the upgrades and the way some enemies shoot projectiles.

All I can say for now. Will give it another try in a few months if you continue developing it 🙂

Regards,

Remi

Hi,

Nobody is going to try your game if you don't have a working browser version or a Steam demo/playtest.

Regards,

Remi

Hi,

I've tried your game.

The game gets repetitive pretty fast. Since there are only 3 tiles to place turrets on, there is barely any strategy involved. Most of the gameplay is just waiting for gold, buying turrets, combining them, and repeating the same thing over and over. I played around 5 runs and still could not beat the first boss, even after putting 2 points into every turret type.

If progress carries over between runs, I think upgrades should only be available after finishing a run in a separate menu.

The UI was also a bit confusing. The Play / How to Play / Deploy buttons were not very clear. A play button should just immediately start the game. After clicking it, I had to look around to figure out how to actually begin playing.

I know gameplay is the priority, but UI and UX still matter. Also, reset progress should definitely not be next to the play button.

Another thing that confused me was pressing Main Menu during gameplay. It takes you back to the same starting screen, so it does not really feel like a pause menu. It would be better to have a separate pause screen that clearly shows the game is paused.

Combining turrets is also a little messy right now. If you try to combine them and then cancel, the turrets often swap places, which gets annoying pretty quickly.

Other than that, not much else to say since it is a pretty small game. The shooting visual effects are ok though.

Hope this helps.

Regards,

Remi

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

(5 edits)

[IMPORTANT UPDATE]: I am pausing game testing for now. Feel free to drop a comment, but do not expect me to test your game immediately. I am taking a few weeks break due to the launch of a massive Path of Exile 2 update. After that, I will once again continue to test games.

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.