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thepuzzledwizard

21
Posts
A member registered 13 days ago

Recent community posts

Hi, Thank you for the feedback! Sorry for the issues, you experienced. 

No worries, you're welcome! Cheers!

Yeah, no worries! Direct feedback is always more helpful during playtests. Game being polished visually but not mechanically is totally a classic gamedev mistake situation we found ourselves in :). 

Thank you for the video,I’m really sorry about the bugs you ran into. I truly appreciate your patience, and your reactions were genuinely entertaining. Thanks for your time.

Watching you learn the game's weird rules and try new things has given me really valuable feedback.
Cheers;

Hello! I played just a few deck building strategy games and I do not really know a lot on the genre. So my feedback will be mostly on how I felt and experienced. Hope it helps. 

Firstly, having spatial inventory in this game actually made me think about decisions I make about what to take with me and what to leave behind which we try in our game as well but your progress design/ economical balance and implementation actually is quite good. Because I thought about this a lot, I can see how is integrated to all the choices you make through your run and it's well combined with cards and building the actual deck!  Congrats! I feel like its really hard to manage this game design right in a lot of games as it affects a lot of things.

  • Frustrating
    I accidentally clicked on skip/continue button without choosing an upgrade, or looking at the cards I guess. And after choosing the card, I didn't understand why should I click continue again.
  • Favorite
    I really liked the feel you created in cockpit with so little motion and camera shake to give feedback for damage and other relevant effects. 
  • Wanted 
    More variety on enemies/their actions  would be cool(I played %75 of the run probably, not finished it though, sorry if the game has more variety later?).
  • Wand (Wish) 
    Maybe it's planned for the future but I'd probably wanted to see my ship at least on the map, would be cool to see it generally. 
  • Doing 
    Building a card deck to control and manage my spaceship's systems and inventory; to adventure through the space map.  
  • Describe
    Deck building space simulation game. 

Thank you for your honest feedback, it really helps us what to focus on next. Sorry you had a rough game. Honestly the inventory system changed a lot of times and I think we still struggle with it both from a game design, UX point and from a technical point. We need a total revamp there I guess :) 
Your frustration notes actually really helped me see what are the most pain points. Thank you!
Would you mind having another play at some time in the future after we changed some of this issues, is that a genre you like? 

Glad you got it working and thanks for the recording and the all the detailed feedbacks! 
We made an inventory bug fix in the last build, but it made it worse for somethings I guess. Sorry you had to experience a rough game :) 

I'll definitely ping you when we have a better build to play so we get your refined game-feel suggestion and ideas on the genre.
And also, yeah Minami Lane was totally an inspiration for the game from the start, you got that totally right!   
Cheers; Sinan

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  • How many puzzles did you get through?

I just couldn't finish the last level (later i learned its first worlds), Bap removal After 4-5 tries I gave up. But now that I write the name of the level. I think i know the solution.

  • Were there any cats that weren't clear?

It's not about the clarity of cat for me but diagonal and adjecent terms are just weird for me to think about in isometric view. Probably it's just my brain.

  • If you used a controller (especially a playstation one) were there any issues you encountered?

Used a mouse, but I can later use a PS one and let you know if you need.

  • What did you like most?

Theme, art direction and sfx. 

  • What did you like the least?

The Arrow!

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Hi!  As a person living with 2 cats hating each other I'm really into this game. I think the game looks pretty cool and loved the little details and polish you put in. Cozy game with puzzles and If i were to see that in a Wholesome Event I'd definitely check it out. Firstly I'll start with some things I don't really understand: 

I'm having a hard time understanding which box I'm putting the cat, an outline would probably help me more but arrow is definitely making it harder for me because it's pointing at the middle of two/three things I don't know if that's a bug or snapping issues.

And the other effects indicates the related positions I understand but it makes it harder for me to know which box im actually choosing. I'd love to hold the cats and drop them to boxes directly even they don't animate at all because I really liked that mechanic in "is this seat taken" and it'd be fun with cats. 

Cheers, Sinan. (discord: ksnnacar )

(1 edit)

Hi, super helpful feedbacks. Thank you! Especially the negative feedbacks help us what to focus on the game next so, no worries! I appreciate the notes.
I haven't tested on an ultra-wide monitor but definitely will look into this. Thanks for letting us know. 
Sorry for the scam warning. You tried to download with itch's client on windows? I can download in on web without a scam warning and scanned with antivirus software as well. I don't know what's the issue there but I'd like to fix it. 
my discord: (ksnnacar)

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Firstly Congrats! I really liked this game, and played more than 20-30 + minutes I guess. Here is my 2 cents on the design and game feel. 

I think in this prototype the feeling of the ship is a bit drifting. I either want to go faster and have more control over the ship or just be really careful not to hit something and takes things really slowly. I feel constantly trying to be slow (cause the fuel is just draining really quickly even without the boost) and move really carefully is not fun. Then you either strategize really quick and short intervals of extraction or you go really slowly (reverse driving doesnt take fuel so game actually encourages this) and earn a lot of scrap in one run. If the game meant to be an incremental game with adding fuel upgrades in the early stages maybe that wouldn't feel like this.  I also felt opening up the menu and redeploy taking some time and that makes the quick-short extraction feel less good. Currently hitting the rocks may not damage you, but it takes your whole velocity immediately and this makes the control of the ship not fun. I rather want taking some damage but going through the meteors with loss on my velocity, at least it's not 0 immediately :) And there'd be shield and other upgrades focusing on this as well?  

And oh the rockets, rockets are so fun :) If there were upgrades to make more money earlier I would definitely do it to get rockets faster. I stopped after playing with rockets cause I may give the game another run later. I recently played Astro Prospector which had a similar theme and really good game feel so I'd suggest looking at if you've not done so. 

And come on! The sicko graphics mode should be the default, the optional one should be to disabling :) 

Cheers; discord (ksnnacar)

Hi! Sorry you had issue starting the game. I had someone on discord mentioning it doesn't loading the earlier build but other than that it looks like working? Its not optimized for webGL at all and a big game so it may take a while to load. If you need any other platform build I can add it later today?   

Cool ideas. I really liked the hacking mechanics in the CP2077 btw. Yeah I agree, I guess, feeling like programming something can really be emphasized by UI and context more in future. Best of the luck!

(1 edit)

Firstly, I actually really liked the game's appeal and feel on certain aspects. So my feedbacks are mostly on what it would improve the game for me.  Played a few runs. Gladly would play more in the future. 

I feel like the game generally feels good but some aspects of the pinball games is currently missing/or not polished yet. I'd love a good camera shake, more rebound feeling on kickers and objects that change the balls direction. Camera/timefreeze on some points to emphasize whats happening would be cool.  I liked unique upgrades for the game but I wanted some classic pinball upgrades as well like double / or lots of balls spawned at the ugprade, type of a multipler or kicker gets activated because of my selection. 

- Are there any elements you don't understand?

Yes, gradually unlocked new elements on the map could actually make my experience better, like we started plain with this empty setup, and than this gets added an it gives 1K damage, and then this are is unlocked in the board and it gives 10K. OMG I upgraded my skill and I  know can x3 my damage would be better for my understanding. I didn't understand the upgrades in my first run at all :)  - Do you want to know more about certain elements?

Yes, I feel like after completing the levels, game will give out more info about character and the world.

- What is your opinion on the weapon choice?

I played a few runs, at first I didn't understand the frills at all. The info tooltip is kinda getting lost in the beautiful particle effects. Although I got a lot of upgrades on my runs. I dont get the weapon differences well enough. Even though I now know that there're weapons, I dont actually understand what they gave me as skill, some of them are maybe just visuals ? And maybe their lifes are really short?

- What is the thing/aspect you like most?

The aesthetics of the game is really cool. It gives me vibes of Wanderstop + Tower wizard but in a pinball game.

- What don't you like?

I didn't like the ball launch part, starting spring-effect/feel. Usually I really like this on pinball games, and I try different pulling speeds and strategies.

- How do you perceive the difficulty?

I think its not difficult than it should be. It can even get harder with some boss kinda levels or mini games.

- Is the game fair?

More fair than it should be with the squishy upgrade:) 

- Do you normally enjoy other Pinball or Survivorlike Games?

I like pinballs and survivorlikes, but I don't put this game in survival-like category if it wasn't given. I didn't really felt like I'm building an engine/run. I feel like this game can also classify as incremental/stats go up like game if given a upgrade tree and skill/prestige system.  Cheers. discord : (ksnnacar)

I really think this prototype is really fun even in this stage.

I feel like I dont neeed to hold the mouse it can auto battle. I can left click to resurrect enemy I killed, my army that killed can auto-revive with a timer? 

  • What was the most frustrating moment in what you experienced?

- Let me control the zoom out or just don't let me :) 

  • What was your favorite part of the game?

- I liked that I can surrond the enemy from different angles with my army with so little input. Also team formation changes of the enemy(2 of them leaving the party behind so I can make a strategy) was really cool.

Enemies dropping something, and choosing different abilities like vampires & zombies would be cool. But I think you're already planning to implement that anyway.

I would play the next builds of the game so let us know if you continue building on it. 

Cheers (discord: ksnnacar)

I like puzzles and played sokoban variants before (I was not able to finish but Stephen's Sausage Roll was a great inspritation for me). Core idea was fun for me! I didn't get the feeling of programming robots though, My feeling was more like playing a co-op game as a single player. Happy to playtest further builds if you continue development.

At the beginning, I somehow wanted to push the boxes to the target as well and plan for that and reminded myself that its not the point.  

I didn't think my actions were repeating all the way up to the endpoint at first so that was an aha moment. (After reading again that we are programming robots, it kinda makes sense) 

I was stuck in 9th level at my first run. Then i tried another strategy in second run and it was too easy this time. 

8th level was still fun in the second run. I feel like destroy(especially with more than one action) is over powered. 

  • What was the most frustrating moment in what you experienced?
    Making a last second mistake and playing everything from the scratch.
  • What was your favorite part of the game? 

       Last level combining each mechanic in the right placed felt really good. 

  • Was there anything you wanted to do, but the game didn’t let you?

       Clicking on a character but canceling it. 

  • If you had a magic wand where you could change any part of the game, regardless of cost or complexity, what would you add/change/remove?
    Click on a character and choose specific target where the character reach and choose action. This probably harder to design puzzles but enhances the decision opportuinities. Additiional points in moving the boxes to the endpoint?
  • What would you say you were doing in the game?
    Making strategic choices for which character and actions to play and overcome obstacles to reach all my team to the extraction point.
  • How would you describe the game to friends and family?
    A sokoban game with a twist.

    Cheers, Discord : (ksnnacar)

Thank you for posting and using FFWWDD questionnaire method to answer as well. I originally had watched the video, but I totally forget using it :) 

Thank you for the detailed feedback and your patience playing the game in a buggy and clunky state ! 

Great points and suggestions! 

I got stuck on 1-4 but then I could continue on other levels up to 1-8 no problem. I liked the gameplay. Gameplay and visuals reminds me of the snakebird. At 1-8 it is a little bit overwhelming for me so I just take a break to write this. Will come back to this later and update :) 

I liked the music and the main mechanics felt really good, text based events are cool.

As an incremental, I feel like even if I lost, I need to earn something from the run so the next run would be better? I played like 4-5 runs and lost all of them at first and did not learn a new thing other than the questions so I felt like this is bad. Than I made a strategy and gone throught 1500+.

 I thought the triangles are the ones that move when I hover over them but suddenly square ones also move ? So I don't get what is the difference.(I later understood this, ok so if i just play defensively, I don't die but I don't progress? Especially at the first round(before the first event, and at after some points, the game just stalls when you do this, nothing happens)

  

While you're on the menu, clicking things also harm the brain, which I think is a bug.

I got the fund+1 option but nothing really happened. I've seen the cat lady event 3 consequtive runs, which at first was a dramatic situation.

I really like the appeal of the game, but can't really match it with being a police vibe, it''s more like i'm having a drug and seeing some side effects on my brain, but I can make super interesting decisions and all that. (Like the movie limitless)

Thanks that was an interesting experience (ksnnacar) 

My high score is 228.
I know it's weird to say that and I don't know why but I feel like crank rotation should be the other way around clockwise :) And nothing to do with the game but I hated that I can't full screen the game.
I loved when it shows like the nail-biter decision, will it fail or can we survive timings and animation of the lid.
I liked the user interface. I didn't understand what's the queue speed is and what does it do in the game ?
I liked how important is the flowers and bee's in the game. I liked upgraded levers but I kinda wanted to mix and merge them like in the BallXPit game. I feel like the numbers go up feeling should be scaling more earlier but maybe that was my mistake and I did a bad job, so I'll check that again after later. Thanks (ksnnacar)