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TARO∞製作所

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A member registered 49 days ago · View creator page →

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プレイありがとうございます!

61mm!かなりギリギリまで攻めましたね🤣

Thank you so much for playing and for the kind feedback!

I’m really happy you enjoyed trying to stop as close to the ground as possible.
Thanks for giving it a try!

It felt like a mix of flicking counters, billiards, and soccer, which I really enjoyed. The 3-minute match length also felt just right and made it easy to think, “one more game.”

One thing I noticed is that putting several pieces inside the goal makes it much harder to concede. However, that also leaves fewer pieces available for attacking, so it becomes harder to score as well.

I personally had a lot of 0–0 matches because I found scoring quite difficult(笑). Even so, I enjoyed thinking about positioning and the angles of each shot.

 really enjoyed this game. I ended up playing it on my PC for about an hour without realizing how much time had passed.

What I enjoyed most was the chain reactions. The best moments were when the board looked almost completely full and I thought, “This is over,” but then one merge triggered a chain reaction and suddenly created a lot of space again. That comeback feeling was really satisfying.

I also liked the way the balls bounce around. The physics are pleasant to watch, and the sound effects feel good too. The chain reactions, movement, and sound all work well together and made me want to keep playing “just one more round.”

There were two things I was unsure about.

First, I couldn’t tell whether the game has a clear/win condition or if it is meant to be an endless high-score game. The game-over line is easy to understand, so if the game is endless, a small note explaining that at the beginning might make things clearer.

Second, I noticed a display issue on iPhone. In Edge, the game fits properly on the screen, but in Safari part of the game area gets cut off. It may be related to how Safari handles the viewport height and browser UI.

Overall, I had a lot of fun with it. My favorite part was definitely the moment when a bad situation suddenly turns around because of a big chain reaction.

The game is very cute, and I really like the idea. The tutorial also made the basic gameplay easy to understand.

One thing I found a little confusing was the shop. When choosing tools or bait, it wasn’t immediately clear where I was supposed to click. Making the selectable areas or buttons stand out a bit more would make the shop easier to use.

I also noticed that the ring behavior changes depending on the color. The differences are there, but during actual play they felt fairly subtle, especially considering there are 10 different types. I think making the movement differences a little more dramatic could make each type feel more distinct and make the randomness more exciting.

At first, I had a little trouble because I wasn’t sure how the controls worked.

Once I got used to them, though, the game became really fun, and even when I failed, I kept wanting to try again.

That said, the controls felt quite precise and demanding. Stage 3 in particular was so difficult that after failing over and over, I started getting physically restless from the frustration lol.

I played using a trackball, so the controls may feel different with a regular mouse.

Thank you so much for taking the time to play the game and write such detailed feedback!

Your comments were really helpful, especially the points about localization, simplifying the instructions, and showing the gameplay more clearly on the itch.io page.
I'm going to work on those improvements.
I'm also really glad to know that the core idea of the game came across even with the language barrier. Thank you again

Thanks for the reply! I filled out the feedback form as well.

I enjoyed the game once I understood how everything worked, so I'm looking forward to seeing how it develops!

By the way, I also submitted a small browser game called "Falling Speed & Last-Second Stop" to Feedback Quest 9. If you have some time, I'd love to hear what you think of it too. It's designed specifically for smartphones, so if you do try it, I'd really appreciate it if you could play it on your phone.

If you have time, I'd also really appreciate a rating on Feedback Quest.

https://taro8factory.itch.io/rakka-sokudo-sundome

The visuals and UI are really cool. I especially liked the dark background combined with the different accent colors for each character.

However, when I first started playing, I had trouble understanding what I was controlling, how to control it, and what the objective was. Even in Bootcamp, there was initially no opponent, so I tried the controls shown on screen but wasn't sure what I was supposed to be doing.

After adding a dummy and experimenting with the abilities, I gradually understood that the game is about battling other spinning tops. I think a short step-by-step tutorial showing what you control, how basic movement works, and what you're trying to do against an opponent would make the game much easier to get into.

I also had some difficulty reading the shape of the arena. It seemed to be bowl-shaped, but the slope and differences in height weren't very clear to me. Making the terrain shape a little easier to read might also make it easier to understand where and how to knock opponents around.

Once I understood the concept, I liked the idea of battling with different character abilities. The presentation, especially the UI colors and effects, looks great.