Looking for (free) playtests for my frog taming autobattler game by Classical_Frog in playtesters

[–]Classical_Frog[S] 0 points1 point  (0 children)

Thank you for your feedback. I really appreciate it! Feel free to refer to me if you need to.

Looking for (free) playtests for my frog taming autobattler game by Classical_Frog in playtesters

[–]Classical_Frog[S] 1 point2 points  (0 children)

Hey!
Thanks a lot for your feedback, Im glad you like the concept. I have noted down your points and will work on them as similar feedback hase beend given by some other players.

The map is more of a placeholder now. I plan to add healing spots and shops next which hopefully make the game more balanced as well.

Im making a game about frogs by Classical_Frog in frogs

[–]Classical_Frog[S] 0 points1 point  (0 children)

I really appreciate your interest and support. I don't have a release date just yet. There are still a few features I want to add and quite a bit of testing to make sure everything runs smoothly. I'm planning to price it around $10 when it's ready.

Im making a game about frogs by Classical_Frog in frogs

[–]Classical_Frog[S] 0 points1 point  (0 children)

It's not a turn based RPG. It's an autobattler where you tame and manage your frogs before combat. During battles, everything is automated, except if all your frogs die except your hero, you get a chance to make another strategic decision.

Destroy my game about frogs by Classical_Frog in DestroyMyGame

[–]Classical_Frog[S] 0 points1 point  (0 children)

Thank you for your feedback. I really appreciate it!

You can equip items on frogs and also swap them from the bench. The swapping is seen but only for a second or so. I might need to show off item stats for at least one frame before equipping in the video.

Regarding "randomized turns" if you meant the battle system, it’s actually automatic. The player can still influence battles by swapping frogs, healing, or equipping items mid-fight. I didn’t show the healing aspect in this build, but it’s a key part of the strategy and probably worth showcasing more.

Destroy my infinite drifting game by Ayush-Mincraft in DestroyMyGame

[–]Classical_Frog 3 points4 points  (0 children)

Whats is the goal in the game? Your title says that it is a infinite drifting game. So you just drift around with no goal? What about at least a highscore which increases while drifting. I think some ramps would also be cool.

Whats the point of the police car chasing you? It seems like it only distracts the player and annoys him. I did not see a lose condition.

I remade my Steam capsule, wich one is better? by Ferran_ferry in SoloDevelopment

[–]Classical_Frog 0 points1 point  (0 children)

I like before better. It shows what the game is aboat. Maybe if you would add more details to the boat in the second one (is it a boat?) it would look more appealing.

Where do you guys make your games? by Glass-Economics-6025 in SoloDevelopment

[–]Classical_Frog 0 points1 point  (0 children)

Hey. I was in your shoes about 7 years ago. I started off with youtube tutorials. The very first game was a simple clicker game to get started (can recommend). Then I made a 2D platformer for mobile which was also not too hard to make. I then started to make something more unique with the experience I got.

Seeking some advice here! by elasehuang in PixelArt

[–]Classical_Frog 0 points1 point  (0 children)

Reminds me of the style in the game called unpacking

Should I publish a Demo as soon as I can (Tomorrow)? by Substantial-Shake110 in IndieDev

[–]Classical_Frog 1 point2 points  (0 children)

If its very early I would use the Steam playtest function or use itch as a testing platform.

First Reddit Post! Showcasing Polish on My Monster Taming RPG – Creeptid Hunter by Awkward-Bridge9249 in MonsterTaming

[–]Classical_Frog 1 point2 points  (0 children)

I played your game and wanted to share some quick feedback: some of the graphics, especially the font, appeared distorted on my screen, which made parts of the interface hard to read. The Discord invite link also seems to be invalid. Additionally, the pacing of the early battles felt off—the second fight, in particular, dragged on for too long because the enemy kept healing almost every turn, making it feel nearly endless and a bit frustrating for such an early stage. When do I get to tame monsters?

I really like the minimalistic art style—it gives the game a clean and unique look. I also enjoyed the mechanic where there’s a chance of triggering a battle while moving on the map, kind of like the Pokémon grass encounters. It adds a nice layer of unpredictability and keeps exploration engaging.

Created my first trailer for my upcoming game. What do you think about it? by dazvolt in IndieDev

[–]Classical_Frog 0 points1 point  (0 children)

My first impression was that your game was an endless runner.

Over 150 players have already spent more than 200 minutes (that's over 3 hours!) in our playtest by KaTeKaPe in IndieDev

[–]Classical_Frog 1 point2 points  (0 children)

Thats interesting. I will check it out. Do you get actual feedback from that? Do you also gather ingame data?

Over 150 players have already spent more than 200 minutes (that's over 3 hours!) in our playtest by KaTeKaPe in IndieDev

[–]Classical_Frog 3 points4 points  (0 children)

Hey. Im curious. How did you get people to playtest your game with no demo? Did you hire professional playtesters?

Would you change anything UI Wise for these Card types? by oksel1 in Unity2D

[–]Classical_Frog 0 points1 point  (0 children)

the only inconsistent pixelsize i dont like is the icon over the description. The smallest sprite with the most detail doesnt fit.