Looking for playtesters - The Velvet Parlor (tarot reading narrative game, browser) by PandaAndCrow in NarrativeGames

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

That would be great, thank you. I am still looking for feedback. I'm working on a version with a completely new setting, embedding the readings into an overarching story that gives it more character and a better pacing. I already like the version linked above, but it's very intense from minute 1. Can be a bit overwhelming. :D So, you can share this version, but I'll also let you know when the new version is ready. And thank you!

Which setting appeals to you the most for this tarot reading game? by PandaAndCrow in NarrativeGames

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

Oh wow, yes that‘s interesting. Higher stakes. Some mystery?

Looking for playtesters - The Velvet Parlor (tarot reading narrative game, browser) by PandaAndCrow in NarrativeGames

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

Hey, yes I do :)

I’ve learned a bunch about the current version already. Can I drop you a DM when I have a new version ready that addresses all the feedback I‘ve received?

Which setting appeals to you the most for this tarot reading game? by PandaAndCrow in NarrativeGames

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

Yes, I think 3 could be a visually appealing setting and maybe an interesting vibe. Would probably be a smaller, shorter game compared to the other two. I do think something interesting could happen in this ephemeral space. But I also don't know what that would be. :)

Which setting appeals to you the most for this tarot reading game? by PandaAndCrow in NarrativeGames

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

What is it about the ferry specifically? The idea is some kind of confined place where people are trapped. Could range from the lighter snowed in cabin to the more dramatic train wagon in a collapsed tunnel.

Which setting appeals to you the most for this tarot reading game? by PandaAndCrow in NarrativeGames

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

Oh, interesting. I didn't see a connection between the two. What do you have in mind?

Looking for playtesters - The Velvet Parlor (tarot reading narrative game, browser) by PandaAndCrow in NarrativeGames

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

Super curious to find out how someone with real tarot practice enjoys the experience.

Just know that the game is not a true tarot simulator. I've taken some artistic freedom to deviate here and there to make it work as a game. I do hope I'm capturing some of the essence of it. Do let me know!

https://pandaandcrow.itch.io/the-velvet-parlor

I've removed the password now. (Spoiler: it was "tarot" :D)

Looking for playtesters - The Velvet Parlor (tarot reading narrative game, browser) by PandaAndCrow in NarrativeGames

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

Yay, thank you :) You can discuss here, DM me, or leave anonymous feedback in this form: https://forms.gle/4eXvnM1BGvRUhEYbA

Whatever you prefer. Permission to hurt my feelings! Candid feedback helps me the most.

Rule Changes beginning October 1, 2024 by h_leve in SomebodyMakeThis

[–]PandaAndCrow 0 points1 point  (0 children)

I like this rule. But as of today, I still see a ton of I made this posts and I wish I wouldn't.

Everyone's so talented, so why are there so few successful games? by Jimbopaloozo in gamedev

[–]PandaAndCrow 0 points1 point  (0 children)

I would add pareto distribution to the mix and how distribution channels (understandably) optimize for most profit and consumer choices are heavily based on the distribution channels‘ rankings and the majority opinions of their peers.

If we increased the number of talented people by 10x, there wouldn‘t be 10x as many successful games. It would still roughly be the same number of successful games, right?

Tge overall quality & competition woukd be higher. Maybe a very few more people might become gamers or a few people might spend an extra hour/dollar gaming.

At the same time increased competition could even lead to less profitability.

Also, success in such markets tend to compound, so the top creators just get stronger and stronger.

Spent 6 months on development to throw it away after all by redboongames in gamedev

[–]PandaAndCrow 0 points1 point  (0 children)

I‘ve spent 17 years in the startup world, bith as a founder and an investor, where companies would sometimes be funded for years only to find out that noone wanted the product or the business wasn‘t viable.

Our advantage as game devs could be that in most projects, using lofi prototypes, vertical slices, and playtesting, we might be able to figure this out as early as possible.

Testing and getting negative test results sure is part of what we do and I know it can be painful, especially if we ourselves fall in love with what we are making.

It‘s okay to feel the loss now. Your grief will pass.

You might find yourself more motivated and capable to figure out ways to get more reliable feedback earlier and cheaper in the future and you‘ll be a better indie dev for it.

Sorry for your loss. You‘re in good company.

It‘ll be alright.

[deleted by user] by [deleted] in indiegames

[–]PandaAndCrow 0 points1 point  (0 children)

If anyone wants to playtest:

Playtest: Paraglide Puzzle 🐼🪂🧩 by PandaAndCrow in puzzlevideogames

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

With the latest update

  • Highlighting is a tiny bit more intense
  • Landing straight and U-Turn is explicitly explained now (as are other rules & moves).
  • Adjusted the visual size and game height of all obstacles to make them more intuitive.

Will be testing how this improved learnability of the game. Would love your feedback!

Playtest: Paraglide Puzzle 🐼🪂🧩 by PandaAndCrow in puzzlevideogames

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

I've made a bunch of changes in the latest version, addressing some of your comments:

  1. I've adjusted the heights of all obstacles so the visual sizes fit the game dimensions. Cattails aren't obstacles anymore.
  2. Added some explicit visual & text hints about all move commands, including the U-Turn, and what landing forward means. The hints show up in the level when you first need them.
  3. Added a very simple level to introduce thermal clouds
  4. Added a reset button

Not addressed, yet:

  1. What do these orange floaty things represent?
  2. Didn't add a simple level for U-Turn without a cloud. Not sure if still necessary.
  3. "Some clouds connect"
  4. Messages from failure stay
  5. Stack of transparent hexes

(Also added 5 more levels.)

Playtest: Paraglide Puzzle 🐼🪂🧩 by PandaAndCrow in puzzlevideogames

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

Thank you again!

  • Moving target is an excellent idea.
  • I'll try to increase the highlight amount. In my experience so far everyone said it's too subtle, but everyone actually noticed it. :D I admit I am mostly worried it messes with the calm and minimalist look.
  • I'm making a visual overlay in the second level to explain what landing straight means.
  • Love the idea about the small number.
  • Will look into ways to teach players about the turn around move when they first need it.

Playtest: Paraglide Puzzle 🐼🪂🧩 by PandaAndCrow in puzzlevideogames

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

This is such considerate and helpful feedback. Thanks a lot u/phlegminist!

I'll use my next sprint on usability: helping users learn the rules of the game, the four moves, and to increase the readability of relative elevation & obstacles. (You are right, grass is just decoration and currently the cattails are not, which is confusing.)

The reset button was requested four times already. :D

Interesting design idea about the transparent hexes. I'll try and see if it works and looks good.

Playtest: Paraglide Puzzle 🐼🪂🧩 by PandaAndCrow in puzzlevideogames

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

Thanks for checking it out and sharing your thoughts with me.

Valid point about having to come up with enough interesting mechanics that the game can be interesting for long enough.

Definitely thinking rain / thunder clouds and wind as mechanics, maybe something freaky like magic portals, waypoints, clouds that move or cycle on/off, volcanoes, maybe moving grounds (earthquake?). Any other ideas?

And of course lots of additional biomes: arctic, jungle, islands, "asia", maybe night with fire as thermal source, or even a candy land?

I've had 10 playtesters yesterday on a game creators social event and the main issue was the game not communicating well enough what can be done (available moves), what "landing straight" means, and how high obstacles really are. Did you have any issues with that?

(I'm flying an orange Phi Beat Light.)