gorb:
idk there wasnt anything to really play but it was funny
jumping feels a tiny bit weird i think someone else said that but everything else feels good i liked the little guys who caryre boxes so much so fking cute
vid:
tl;dr the vid is not very helpful and watching it a bit its kind of whiny so let me try to write some actual helpful stuffthe layout of the overall 'map' is a nice idea and aesthetic but also i'm used to having at least a menu off to the side that would list everything i could try or something
the minigame stories are kinda long winded, i'd keep them really short to like 2 or 3 lines, like a 4 panel comic or something, i couldnt bring myself to really care about them
the actual art that is in the game is really charming and fun, i love the aesthetics
the platformer felt very punishing; one hit resetting you is not fun or interesting also the fireball obstacles required very precise jumps; i dunno just wasn't vibing with this one
fishing was fine it was just 'baiting' the fish just needed a bit more leniency, but the controls felt really good
the writing minigame is the one that puzzled me the most. it's weird that you have control over the entire sentence, i didn't even really understand the premise at first and i feel like locking some words in place would easily alleviate everything; only rewatching the video i realize that the third sentence was meant to be a completely different phrase other than what i ended up with, because the last word didn't have one that 'fit', but it didnt occur to me at all while playing or even after playing
again, the video is really not that helpful and i'm sorry i should've probably reigned it in but i do think there's some cute things going on here that just need a bit more time in the oven and it'll be really charming
vid:
tl;dr i actually enjoyed this a lot. i love exploration treasure stuff, the crafting system is pretty intuitive and the in game wiki is an AMAZING addition, not much else to say, the idea is simple but effective, although it does feel like a minecraft mod at the end of the day still but thats not exactly a bad thingvid:
tl;dr quite charming and pretty impressive collection, not really sure what the intent is other than just a celebration of agdg but i could see it being a great framework for other games like hypnospace outlawmost of the vid is just me struggling in minesweeper, don't give it much attention
i thought you were meant to move kings to empty cells in solitaire, couldn't
the 3d app was really glitchy for me i think because i double clicked it; I actually double clicked apps a lot and it opens two of them; anyway the 3d app glitched out a bit couldnt really see my cursor or anything but it was neat seeing a 3d app in something like this
it was fun and cool and chill
to preface, I have not shipped anything, but I have watched a fair amount of good games from demoday launch with way too high price points and flop as a result
for me, personally, 10 would be an instabuy because I know I like roguelites and turn based games, 15 would be a "let me play the demo first" and of course I already have and like it, so I would buy it still
20 is the kind of break point
25 would be a "wait for sale"
I know some devs are scared of their game having a cheap price and consumers assume that the game is poor quality because it's cheap, so it's something to consider but my opinion is that a good game will receive good praise and if it's cheap, people won't care. terraria is one of the most played games of all time and it has never been more expensive than 10 bucks
https://www.ign.com/articles/peak-developer-explains-successful-game-pricing-eig... good article that explains consumer price points
so you kind of have the whole "6.99 is still 5 dollars, 3.99 is 5 dollars" scenario in which you might be able to get it at a price point of 16.99 which is, to a lot of people,"15 dollars" or if you wanted to go the 10 range, go instead to 12.99 because that's still a "10 dollar game"
you also might also want to talk to publishers if you haven't already. the revenue cut sucks but they might help you with some stuff like marketing, legal and they would probably be able to better ascertain the value of the game in the current market
but yeah, I do think there is almost enough here that I could see a launch this year for sure, but it depends on stuff like your revenue expectations, personal goals, how long you want to work on the game for, how big you want it to be, etc there's so much to consider when you launch a game that's probably why I haven't launched one yet lol
Just stopping by again this DD to say your game is STILL sick. The new HUD indicators that show where things get thrown and how much hp things deal are massive as far as QoL is concerned and I really like that you can start with different elements now. I made a video but it was over an hour because of how long I was playing so I deleted it.
Only bug I found was that I died to the robot boss but somehow the game didn't end. I just restarted and it allowed me to restart the fight. Was kinda like cheating.
Don't spend too much more time. Hit early access soon you're right there. You could go into EA right now and I don't think people would mind at all. Just don't overprice the game!! PLEASE so many devs have been doing that lately OK you got this GL!!!
I recorded a video but it just felt really whiny and not very constructive so i'll refrain from posting it unless you want it. I'll try to type it out a bit more constructively and less critical.
I finished the tutorial levels and stopped playing.
I think the game has a particular charm and the mechanics themselves might be very satisfying when put to good use.
Blorb jump is interesting to a fault but the means of access are very clunky. I don't think it should be on down and that it should be on a different button so that you can better access momentum and movement. Going from left/right into a jump is very awkward because of this. Also, the timing window is nice QoL, but implemented poorly. If you miss the window, your character will just sit there for a long time, punishing you when you already get punished by missing the jump. It feels like a double down. Also not sure if it's a glitch but when you are in those "punish frames" your character stays completely static, sliding off of moving platforms and plummeting to your death. Probably a bug, but that's 3 punishments wrapped into one thing. Awful.
The roll being on down is not bad, because you just have to tap it and it feels good. Removing the charge jump on down will also give it tons more room. There's some inertia quirks but it's a solid idea.
Most critically is the level design. It's the hardest thing to do when making games like this, but essentially, your levels leave little room for error just within the tutorial section alone. As the developer, you're going to be the one playing your game the most so keep that in mind to new players. An easy jump for you, someone that has tons of experience with the controls and the levels could seem insanely difficult to an average consumer. It's a bad case of "I played my game too much and its tuned to my difficulty level". Tutorial 4 and tutorial 5 would've been impossible if I didn't really have patience. If you want to make a rage platformer, go ahead, but this game doesn't strike me as the type. If you are not going to make a rage platformer, keep things simpler and not as challenging, you don't want your players to get frustrated and quit and refund, you want them to have a good time.
Other than that I think it's great start for a starting project with some cool ideas and i'm excited to see where they go.
vid:
tl;dw weird kind of game; I only realized later while I was watching my friend play Blossom that the game might be going for a progression kind of exploration game? astroneer, blossom, etc I didn't really get that while I was playing it but looking at it retroactively it does kinda seem like its headed in that directionit's too early to say much about it though; I guess the only thing is that I just felt like stuff is wayyyy to far apart, I basically had to abuse crouch sliding to get anywhere otherwise I wouldn't of been able to really do anything
vid:
tl;dw I had a lot of fun. Got past 36, pure dopamine ass game. Don't really have anything to really comment on, it feels very complete already. I think there was maybe one bug when I got phantom balls exit where it would launch my slotted balls randomly when I wasn't pushing left click, not sure. Good luck with release.video:
tl;dw there is just too much going on and it all feels disconnected
enemy bum rushed me before i could even finish reading the controls
on screen prompts for ui/interactions maybe
the tomogatchi stuff feels too esoteric, like i need a third eye to understand it, i had no idea how to upgrade the pet or what it even did
couldn't heal but i liked her jacket showing hp that's actually cool
i know its early indev but everything just felt too strung out
video:
tl;dw combat is cbt shop is peak
imho: combat should be simple in a game like this but there's way too much going on; enemies seem to instantly hit you when in range, there's no counterplay or windup, you have bullet management, instantly ganged by like 4 dudes right at the bat, needs so much heavy refinement on combat before doing weird stuff like adding a parkour mode
I LOVE THE HAT dude the shopkeeping is so insanely good. lots of qol already in the game like quick stacking, feels natural, bargaining feels great, lots of agency with the city/time system, decor/furniture system is mad impressive
video:
tl;dw idk i don't really like idlers, its a solid concept though; spears broke after upgrading them I think
oh also maybe show full tree prior to upgrading it so that people can plan ahead
idea: instead of "rounds" just make the cube keep regenerating every (n) seconds and have a sidebar upgrade panel
There's going to be an art pass that actually changes the navigation path, machines, UI elements, etc and gives them lots of magical character. It will make the game feel a lot more enchanting. I think a lot of people are just turned off of even trying the demo because of how ugly things look right now, so I appreciate you taking time to test it regardless.
Thanks for playing.
The multiple orders at once is something that's a pretty popular request. I am thinking about letting you defer your orders to a team member or magical autonomous construct or something that can automatically make orders, but limited to one at a time, which could upgrade with more investment. This kind of takes away from the minigame experience though. It's a hard call for me, but I can see how people want to be the "perfect" waiter.
Neat game
The graphics are nice but my computer absolutely did not like running it to start with, probably something to do with realtime shader compilation or something. It calmed down after a while.
The controls feel intuitive enough, the concept of interlude attacks is really fun and I like that it rewards you for doing your "rotation" properly. That being said, i'm not sure it's for everyone and I feel like it will add another layer of frustration on an already frustrating genre, but it does feel good once you get the hang of it.
This is the paragraph where I rant about the dash. It's my personal opinion, but I can't stand on-demand infinite dashes in action indie games. Dashes like that severely limit your design space when designing combat encounters. Everything just becomes "dash out of the thing" and it turns development into a nightmare. You can't telegraph something for too long because the player has this funny button that they can use to get out of it, so you make the telegraphs shorter, but then combat becomes way too frenetic. If you leave the dash the way it is currently then this is honestly the biggest hurdle you will face in the development of your game.
When killing blacksmith I was holding down M1 to do the 'finisher' and it kept resetting until I let go, but that was the only major bug I found, everything else went fine.
I had fun. It's really cool and I want to see a lot more of it. There's lots of paths you could take like just being a boss rush mode or maybe having exploration-connected sections without enemies a la SotC just for fun. Great entry.

im not a big stardew person but i'm giving this a shot
the plants for colors is cute as hell
its a bit hard to tell pickable plants from not pickable plants
theres a sign here i would like to be able to actually inspect it and get info
not a fan of inventory opening every time i pick up a plant
the water sfx hurts my ears there's like a high pitched ringing i am muting the game ow but the soundtrack was nice
oh there's sfx options thank god
oh they don't work for ambient sounds ok muting game again sry
damn these gates to the village are soooo tiny wtf
im at a transition and there's a scene change or load or whatever and its really janky be careful with these, the ones that lead into narrow halls are fine but this one is a giant open path and its weird
im about 10/15 minutes in and im starting to notice just how fast i move like damn this guy can zoom
ok now i know why there's a giant field and its pretty aimless, i sometimes find a patch of sand or a stretch of stone and expect it to lead somewhere but it just doesnt, it keeps going, really big idk if im digging it
my bag is full now i have to figure out how to go back
ok after walking back for 3minutes i threw some stuff in a cauldron and got some potions, cool
finished a quest for the rat poison lady and that's about all im gonna give it, sorry i imagine the digging and farming and stuff is good too but its not a game for my tastes, despite having a decent level of quality
i haven't played stardrew valley but i imagine this is how it would feel
pretty impressed that its all made in godot too, cool stuff just work on the scale and level design a bit imo
Very dangerously addicting game.
Great concept, lots to work with. I really appreciated the little bomb puzzle in that one level. The dopamine hits when balls start chaining together over and over is very strong.
Item equip system is a little weird but can easily be ironed out. Only bug I found was that my knight somehow shot backwards one time outside of the safety zone? and he stayed there until the next turn, which was weird.
This is a sleeper hit for sure. Not following through on this one would be a travesty. Very fun game I hope I get to play more of it in the future.
Played it today
No bugs or anything. Game's a bit of a wash. It's definitely a concept but you need more interactivity. I am imagining a CPU enemy player who is also shooting balls at you and if they hit your back wall then you take damage, but every wall of his you destroy you damage him. It's just not enough to get bonuses for hitting balls with the paddle, there needs to be more friction.
This game is weird in a good way.
I personally think that the personal dialogue with everything is a bit much but that's my opinion.
Not sure if I really like the "brain room" or whatever, it's a bit zesty. I think the game having a serious aesthetic/vibe would be better but as it stands you're a bit too in the "quirky indie RPG" niche.
The cyphers are cool if you know how they work. One way to help people with it is to allow the cypher columns to be rearranged on the UI so that the player can organize them without having to do it mentally or in my case, take a print screen and copy-paste them in the right order.
Speaking of, the second cypher clue word was missing, is that intentional? I got it by simply reorganizing them myself as there's only a couple of words it could have been. I am assuming it was either a bug and didn't show up or there's some clue in the level that I completely missed.
The combat is very interesting. I think there's a lot you can do with it. Maybe even bribe enemies to leave.
Overall interesting game that i'd be happy to play again.
I think my favorite part is the filter. It makes things in the distance seem dream-like and surreal. That's a very powerful thing.
I don't think the desert? level is working or it's rendered weird. The preview image is like a red desert but it comes out completely black, see pics below.
I think some basic interactions would go a long way in your game. Don't need many, they don't even have to be purposeful. It could be something as simple as clicking on a box and watching it change color. Just something that keeps the player looking for stuff to mess with.

Ok we might have something here.
Physics is fun. Breaking stuff is fun. Therefore, a game about breaking stuff with physics is fun.
Controls feel pretty tight. Not sure about air velocity. I think having a bit of verticality would go a very long way in your game. I am imagining hold a balloon or something to make the robot lighter so you can cross gaps. There's lots of potential there for levels.
As for the actual property damage mechanic I have no idea what was "worth" more or less. I think the helper bots were worth a ton and it was fun to mess with them.
I got destroyed when I aggroed the giant block robot that dude hurts lol.
The only bug I ran in to was when I first started the game and I was messing with stuff, I went over to the knife rack and picked one up and the game went into a bullet-time mode? I didn't really understand how to get out of it even after letting go of the knife it was still in bullet-time slowmo until I paused and unpaused and it got rid of it.
Cool sandbox. I am sure you can find a way to make it work as a full product.


Fun idea. Always wondered what a magicka roguelite would be like.
Not sure if I like having spells unlock with each level. I think maybe having them all available at the beginning would be better honestly.
I feel like I just ended up spamming double light spell. The projectiles have basically no falloff and don't collide with terrain properly so they fly across the map and kill stuff way off screen. Maybe want to add a falloff distance or something or lower it.
Stage selection needs a bit of work. At first I thought green stages meant "passive" advancement and purple were "combat" advancement but my last level was home -> purple arena "passive" advance -> shop -> shop and that was the end of the game lol. Didn't even get to use the last element I unlocked!!
Speaking of shops, I had way more money that I needed to buy everything in every shop. Probably not intended but currency should be something that the player should make choices on. Gimmiko, another AGDG game, has a really nice currency and shop system as a roguelite . Might wanna check that out
I had a lot of fun though. The aesthetic is kinda cool, just needs more content and a bit of tuning. 