Got it, thank you for the clarifications!
Ticking Clock Games
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Hi! I've checked the game, the web version.
So far, it is quite hard to judge or provide feedback.
Visually, the game is decent, but I think it lacks a lot of feedback, SFX, VFX, and animation to make it feel juicy. It would be nice to be able to drag and drop cards, to dangle them a bit and so on to make it much more tangible and pleasant to interact with. Also, it was a sad moment when, after winning the solitaire, there was no cool animation of the cards falling down :(
The game lacks tutorials. Unless you know the rules and the basics of the strategy, you do not know how to play.
The time-constrained game mode might be engaging. But right now, the description of the game on the itch page sets higher expectations than the game currently is.
That said, I can clearly see the idea you have described on your page, and it sounds fun. The current WEB demo, which I tried, is not yet there. But if the WEB version is outdated, please let me know, and I will try the desktop one.
Hi, thank you for the feedback!
Apart from onboarding / first time user experience - anything more you would like to point out? I am mostly interested in if the overall experience was engaging and fun or if it is more like: "nice, but I wont play it because core gameplay and / or progression is not engaging enough ."
Hi! Here are some thoughts and feedback I had while playtesting:
Overall - feels pretty nice. It is a cute, cozy platformer that evokes pleasant emotions. At the moment, it feels relatively easy.
Music enhances the atmosphere and aligns with the artistic direction. Although, for my taste, the low bass in the hub base sounds a bit too distorted, and the music does not loop well in that location.
Character controls feel smooth and behave as predicted. In the base HUB, I caught myself several times thinking that it would be nice to be able to climb downstairs. Also, since jump is the same button as interact, I had several instances where I would jump over the character instead of interacting, or interact instead of jumping.
It is pleasant to explore the main base and to chat with the characters. I am curious what the main storyline would be. Felt a bit that there was a lack of a mid-term narrative hook. But perhaps it comes later.
What I disliked were the disappearing crates in the base/rocks in the second level. I believe the act of breaking them can be a satisfying moment, but currently, it feels rather tedious to bump into things and to wait until they disappear. What to me makes it worse is them reappearing again. At the base hub level, it creates narrative dissonance about why crates return to existence. In the mushroom cave level, it creates a very tedious traversal, especially when backtracking, as the challenge of finding the path iwas already solved, and the game feels as if it is wasting my time for no apparent reason now when I am just trying to exit the passage back. Additionally, in the base HUB, I had instances where I wanted to stand on a crate, but instead, it would vanish.
One more thing - trampolines in the first level are almost invisible.
Level Design.
Level Design is decent, although I felt as if the levels lacked a bit of mechanical variety and progression within the levels. What I mean is that as soon as I landed in the new location, I already saw all the visuals and mechanics the new location presents, so exploring it becomes less engaging. Additionally, I would appreciate it if I had a counter so I can track if I picked enough orbs. I had cases when I would leave the location without knowing if I had collected everything I wanted.
Random thoughts:
Add an indication where I've already been on a level. Levels can feel sprawling, and it gets hard to remember where I've been.
Very nice to see progression in the main hub.
Bottom Line: I had a fun time. Moving and exploring were good. The game felt a bit too easy, and I am not sure if I would stay engaged if the game had more levels for much longer. Unless something new is thrown at me, both mechanically and story-wise. But for the 2 levels present, the game is engaging enough, and I left feeling that I wanted to play more.
5. The guide does mention that if false, it will backtrack. It did. I saw it and ignored it due to my bias on how this logic node is visualised in the tools I used, so it is not as much the game's fault as it is mine. Although it would be curious to see which method is more obvious to people, when false backtracks or when false leads to the other option forward.
7. Yes, I saw it, but it is more fun for me to look at the screen where stuff is happening and cheer for my tank rather then look at the corner of the screen and read what is happening :)
8. Actually, I think your solution of just combining "fire" and "lead" into one node is a very good solution. It simplifies the work without loosing functionality, still give me the depth to set it up and setting it as 0 still allows me to "not use" it.
9. Got it. In that case - suggest adding indicator to the shop that new stuff is unlocked. (Wild though - allow to purchase new logical nodes in shop)
10. By smooth, I mostly referred to tanks movement. That said, a lot of the jitter of the tank was caused by my own incompetence since my tank would have the logic of "chase if distance > 75" and "flee if distance < 50" plus a cycle of 5 seconds of if no enemy move to map center or wander around. So that lead to the tank being frequently in the state of constantly switching actions. But as a real player instead of blaming myself for setting up an AI which forces the tank to frequently change actions I blame the game :)
NEW: btw - what is the best method to make the tank find another tank? I had relatively frequent cases when at the start of the match tanks will spend quit some time trying to find each other. And since there are no objectives on the map or areas to catch and wander, they wander aimlessly - they do sometimes struggle to find each other.
Hi! Just finished playing the web version, here are some thoughts:
- The game creates a very cozy feeling, which I like. Music, enemy and character design, animations. All that gives me a lot of chill vibes similar to, let's say, Stardew Valley. Which is an interesting choice considering the game genre, so curious about where you plan to take it.
- Character controls and attacks feel smooth and behave as anticipated.
- The base loop of running around the map, killing monsters, gaining exp to level up and upgrade, and gaining gold to upgrade between runs - all that works, as it is a genre standard.
- Enemy visual design is very neat. I like the visual variety of animations and locations. Locations easily convey the intended biome. Even though it is just a recoloring of the background.
- Game difficulty is on the lower side, I suspect, with the intention of being more cozy than chaotic, but that creates situations where there is not much to do. All the enemies are dead, or I can stun lock them + the bosses, and the maps themselves do not have anything to explore.
My main complaint is that, at the moment, while there are quite a number of different locations, enemies, and bosses, they all feel the same. All locations are just infinite fields of nothing, all enemies and bosses just run at you with various speeds and HP. This makes it feel very repetitive, as the game neither introduces new scenarios nor forces me to adapt. So instead of an emergent system where various combinations of enemies require me to learn how to deal with them, I can just keep circling.
And my second main concern would be the variety of perks. Currently, there are several; however, I did not find any that will synergize with each other or create various builds. And that makes the game even more repetitive from 1 run to the next, as I just keep peaking the same upgrades and getting the same results.
Random thoughts:
- Add rarity to perks.
- Change music when the boss arrives to intensify the perception.
- Lacks tools for movement apart from running. Having some abilities like dash or roll can add interesting variations to gameplay. Assuming there is sufficient demand from the game's side, it necessitates using those.
- Sometimes colliding and being damaged by enemies, while not expecting it. Particularly when moving diagonally
Other than that, I enjoyed the overall experience, and I see potential in exploring the direction of combining this genre with the cozy vibes. So thank you for the demo and hope to see the game evolve :)
Hello! I've checked out the demo and below is some commentary I made along the way. Overall - I enjoyed tinkering with the Ai and I see a lot of potential, so do not get discouraged by whatever you find below:
(Disclaimer - I do not comment on UI and visuals as I assume them to be placeholderish unless I feel a UX issue. Also - I have a bias due to using Unity Behavior Designer)
- Currently, the tutorials provide a detailed description of what each button will do and open, but they do not show the actual screens they describe. Additionally, they go one after another without giving me a chance to engage with what they explain.
- It is a bit hard to interact with the workshop. I purchased a turret, but I am not sure if it was purchased. I go to inventory - there is the turret, but I need to press a greyed-out equip button to actually see it.
- I lack a progressive tutorial that walks me through buying different tank components and assembling them before going to the campaign. And that I need to first visit the AI editor before going to the campaign.
- I do actually love the idea of AI editing. Loved it since Dragon Age: Origins. Gives a much stronger "Me - smart" feeling when it behaves as intended.
- For the true-false, it actually took me quit some time to understand that it does not lead to true or false scenario. Instead what it does is it leads to "true", and if false - it leads back. So perhaps it can be presented in a bit more obvious manner.
- The instructions for editing the AI seem clear.
- "If Enemy" - does it mean seeing the target or seeing the target in range? Later on, I realized it takes into account the cone of vision and the vision range, but it took me a while to realize that, and it caused quite a bit of confusion.
- Lead target - will predict enemy position. The value used - what is it? Seconds? Also - "using it under Fire". Does it mean that If i want to fire with predicting the lead action should "geographically" be positioned under the Fire action? I think typically there is a parallel node used for simultaneous actions.
- It is a bit hard and scary to explore creating new nodes outside those already presented in the original tree.
- It would be nice to be able to select multiple nodes to move them, similar to, for example, Unity Behavior Designer. And creating node on rmb so I do not have to search for from where I can create a node.
- Ah, got it. So the conditions work a bit differently. They don't lead to true or false; they lead only to true, and if false, they go to a different action. Got it.
- Campaign 1 mission 1 - not sure what would give me an edge in the fight from the AI logic standpoint, considering it is an empty field, and it results in just hp-dmg trading
- Not clear how tanks select a target or how to make them prioritize targets
- Overall, for FTUE I suggest a gradual unlock of different nodes as the campaign progresses, not to overwhelm the player and to teach individual nodes
- Flee action behaves very unpredictably - the tank does not flee in the direction I expect, which is away from the enemy, and instead goes on a drive-by course.
- Do tanks shoot backwards?
- Tanks rolling each other over feels unpleasant, as it feels random
- Is there a way to copy AI?
Overall - feels like a game with a lot of potential. I can easily see how various behaviours and AI nodes can lead to different strategies, and, combined with different map layouts, to different combat scenarios. There is also a decision to make - how detailed you want the AI settings and how much of the behaviour you want to set up from your end. Basically, with higher freedom of setting up UI, my engagement increases logarithmically while the complexity grows exponentially. So a right balance needs to be achieved. However, right now I would recommend focusing on conducting more detailed tests on existing logical nodes and comparing if tank behaviour corresponds with the one expected by players before proceeding with adding new logical nodes. Additionally, I would recommend focusing attention on making tank behavior feel smoother. At the moment, it quite often feels rigid.
One more thing - tanks have a FoV. I strongly encourage visualizing it, as from the player's perspective it is hard to tell whether a tank sees anyone. So as a player, I see a whole map, and it feels close, so when my tank wanders around aimlessly, it makes me feel as if the tank is at fault while in reality the enemy is just to far or behind my tank.
Hi! Thank you very much for your time and feedback!
Yeah, with the engine, it does start to become apparent that I need to better explain that if the Lighthouse goes off, you need to fully stock it up before it turns on again. While if it is already running, then you can just occasionally drop in some more fuel.
And as for calling it cozy - I suspect that my definition of cozy is a bit backwards, and the game will be better described if I use the term Atmospheric instead.
And the text speed - already trying to fix, although didn't yet find a method to do it reliably. Currently I am calculating the speed based on the audio clip length, the amount of characters, amount of punctuation symbols and amount of paragrapths and assigning those relative weights which approximates how long the text needs to wait but if the delivery in the audio clip varies - the text starts to lag behind.
Thanks again for the feedback, and I will check yours in a moment :)
The Last Lighthouse - Announcement.
The Demo is already available!
Try it out and leave your feedback! The game is still in development, and you can have a great impact on how it shapes up.

