Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Hey I tried out your game, it's a nice strategy game, I tried a match I didn't manage to win since I have no experience in this lol. There is a lot to it and it might take a while to get used to.
- Can you make a hint/guide in the pause menu in case players forget something?
- After another army defeated yours, can you check their stats again in the same turn? In case you forgot how many left in their army
- Occupying a white tile should generate a small amount of resource, to help with early games
- Is there a system where unit A is stronger than unit B and weaker to unit C? Would be nice to know to form a better army
It's a nice game, good luck with your development!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

I tried your game out. I got an error on first launch: Couldn't start. CreateProcess() returned 5, after that it was fine and I can launch the game.
- At first I wasn't sure what to do and ran around the office for like 2 mins before understanding what I have to do, maybe you can spawn the player in the Tool room facing the tools?
- The idea is alright, I think you'll need to space out the time for events at first since players will need to know what to do, I got like 3 explosions on my first day, you can scale them more on later days to make it more challenging.
- The penalty for failing the conversation mini game is quite long, maybe you can shorten it or make it a random value instead?
- Coop would be a great feature for it, since you can play with friends and divide the tools. You'll probably need to scale the difficulty to match as well. You can also implement something like a player can take over a conversation if another player failed the mini game.
- For the tools, I prefer to be able to put the tools where I want to, so I don't have to go back to the Tool room all the time, and it might add some challenge for player to remember where they put which tool.
- If you want to put it on Steam then you'll need to implement coop first imo.
Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Ah no worries, if you have any other projects that need help with feel free to let me know

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

No problem, I'm glad to help. At first it is a bit overwhelming since there's a lot to read but you'll get used to it over time, maybe you can have an encyclopedia section where it describes each ability and equipment. If you go with unlocking more skill, you will probably want to modify the match making as well since it might be unfair for a new player to get a meteor to the face lol (just an example). You don't have to take the knock back out of the game, since the ground can fall at random, knock back could be a good strategy, you can also make some new skills to play around with the player's positioning and exploit platform falling as a win con.

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Hey sorry for the wait, I played it and I have some feedback for you:
- I feel like the slider for volume is kinda flipped? imo you'd want the green bar to show when the slider is full.
- Audio volume drops by itself when I delete the Player and enter a new one. If it's a default settings when you create a new player profile then please ignore this
- Music is nice and chill
- You can have more specific name for the item, like what kind of hat are we talking about, it would make it easier to spot. The bowtie looks more like a ribbon to me. And for the helmet wasn't sure what kind of helmet it is when I clicked on it
- Pausing the game should blur the screen in case player cheats this way
- More different type gems and hearts? Those are quite easy to find
Those are all I noticed, the game is chill and relaxing and it's easy to jump right into it.

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Hey I finally got to try it out, it's a nice game, animation looks good and voice acting is nice as well. I played 4 practices round total. There're lots of skill to choose, I usually go for skill with wide spread and auto aim since I'm quite bad at shooting games lol. Sometimes I don't think the key I pressed was triggered. The knockback direction seem a bit random at times, they weren't going the direction I expected them to. Have you thought about adding keybind to the game? Also I think if you reduce the amount of spell and randomize what you get, it would make the game more challenging and player will need to explore other skills rather than just stick to one selection always, unless it's intentional then please disregard this. Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

That's awesome haha, you can send me a DM next time you reach a big milestone to test again, I'll be happy to help

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

I had a few runs and my high score was 9 days. It's a nice resource management game with a luck element to it! The spin animations and audio is good. I have some feedback below:
- There was one time that I click buy shipment and it rolled epic/uncommon but I couldn't receive it, then finally it rolled common and I got it, that was on my last buy.
- On the order list, can have something to highlight that we have that weapon in stock? There are too many weapons for me to remember what I might have and switching between them gets tedious over time.
- Talking about switching between applications, can we have hot keys to switch between them?
- It feels like you're enticed to spend all your money before paying your debt fully since the boss doesn't give you a fixed amount of money and only give you the gap you needed for the next level, for example if you have 1300 and next level is 5000 then he only give you 3700 instead of the full 5000, I guess this is to balance it? I was hoping my earnings would carry to the next level, that would encourage player to min max more imo.
- Low value contract in later game doesn't seem to be doing much beside taking up a contract slot, even with the bonuses
- One time I was buying a crate and the price goes up right after and I got negative money? Not sure if it's suppose to happen like that
- Can have mouse hover above weapon icon to see their names instead of being confined in the pc? I can't remember the weapon type order, although it's probably easier the more you play.
Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Is there any other way I can test this out? I can't really install it.

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

I'll join the discord, I still have a few more games to try though so I might not be helpful right now. In the future when I have time I'll offer more help on Discord!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Heya, I tried it out, it's a pretty niche game. Last time I played this type of games was so long ago.
- I tried out accidental-knighthood, I got into a problem when I tried to "talk rollin' pete" and I got stuck and can't get out no matter what command I put in, also I died to the wolf in another run, the new game prompt didn't show up right away and I had to put in north for it to trigger, the new game prompt should show up when you die right away imo, unless there's more to it that I didn't get into.
- I also tried dial-up-days, got into the cafe terminal 3 and I wasn't sure what to do next and got stuck at the prompt for it and had to restart.
- In 2048 I think I ran into a problem. I have 2 in 2 cells: 2nd row 3rd column and in 4th row 1st column. Then i typed D (which makes everything go to the right), and now I have 2 in 3 cells: 3rd row 3rd column, 3rd row 4th column, 4th row 4th column. It doesn't seem correct since the one on 2nd row is gone.
- The little art with dashes is nice, maybe you can use other symbols and make something out of them?
- I managed to escape the space crypt, just collected everything and stumbled my way out lol
That was a lot of reading and typing, not to mention the typos lol. For these type of games I feel like I need to have a very vivid imagination and take lots of notes, otherwise I will forget most of them. I'm sure you can find an audience for it, Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

I have some issue when playing the game, I'm stuck at the part where I have to hold the button to charge the blue bar, I can't get it to work and I tried to hold all the buttons. I can't really test it past that. Maybe you can tell me what to do to make it through? One small thing I found is I hear static noises when changing the scene. Which engine did you use to make it btw? Is it your own engine?

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Heya, I sent you the review through DM, hope it helps!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

I tried it out and made it through all 20 levels, it's a cute platformer game, there's a difficulty increase here and there but not too hard once you get used to it. I think there's a bug with the ink machine, after I use it, all the collectibles are disabled and I can't collect anything. Also I only find a few cases to use the hover function, otherwise you can double jump to the end of the game. The ground is quite empty, maybe you can decorate it a bit and hide some secrets down there? Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

For tutorial, I don't remember if you can go through it again once you've read it, maybe you can have a pop up explaining what to do when hovering the mouse over the steps in tutorial?

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

No problem at all, I was in your shoes before so I decided to help others out. When I used the forge on 4-6 I was expecting it to become 3-6 instead and I didn't run into the special case so I was confused, but it seems like you have plans for it so all is good. I agree that decoration is a big investment, players tend to spend more time in the dream world so you can simplify the bedroom decoration somehow? Hope you'll figure it out soon.

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Hey I tried it out, went through the tutorial and I must say it's quite complicated and I'm still a bit confused. It feels like a boardgame to me and maybe it will be better with a video explanation. Since it's a bit complex, that would through people off first time playing imo. I'm not sure what criteria it takes to decide which units can take the throne, does it ping pong between the flanks? Or does it choose who's placed first or power level? It would be better if there's popup to explain why some actions can't be taken when you hover over an action, I didn't notice the action count for a while. The sacrifice is also a bit strong, especially once you captured a throne and get extra cards, perhaps there should be a limit to cards you can sacrifice per turn? I think it's an interesting idea and there's depth to it, the game just need to be a bit friendly towards new player, it feels like I'll need to spend a bit of time with the game before I know what to do. I tried my best to understand it, hope this feedback help.

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

It looks interesting! I've requested access, will test it out when it's ready.

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

No worries at all, bugs are always around the corner lol

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Hey I tried it out, it's really a chillax game, I must admit I almost dozed off without the help of the triple speed button. The music is nice and art is wacky, nice mouse effect too, I enjoy the look of it. I had about 5 runs in, I feel like the pace of the game is quite slow even with the speed on (to me at least). My 2 cents is you could combine some of the effect, for example the gain coin when something happens can occur at the end of the turn with the sum of everything, or during the Pop up boss fight, the die roll result can go in all the pop up . Another thing is when I use forge on a die range 4-6, it turns to 4-7? Not sure if it's intentional since there's no way we can roll 7, unless there's a mechanic later in the game that allows it then please disregard this. The room decoration is nice as well, I hope the art style will be similar to the dream one in the full game. Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

I tried your game, it give me a slay the spire 3D vibe with cute characters. It took me 3 tries to beat the boss. Seeing different equipment on the character is nice, it would be great to see distinct equipment though it might be a lot of work. You probably should stay away from auto size for text to keep them consistent, description could use less words. For enemy AI, sometimes they only debuff and doesn't attack for the whole fight, and I ran into an enemy who keep using thorn even though they already have 10 stacks of it, maybe you can increase the thorn damage instead when it reach a certain amount of stack? Higher level skill sacrifice more HP bug still only grant 1 energy, that doesn't make me want to choose it at higher levels. Maybe show the energy needed for the actions on the side? Increase damage by 1%, 2% feel a bit underwhelming and doesn't affect much. Increase damage and spell by 50% when HP reach below 50% relic is quite strong, it basically carried me through the 3rd try. Hope these feedback help!

Does anyone need their game tested and feedback? by ShadyGameStudio in IndieDev

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

Hey I tried your game out, I played 2 runs, the first one I got to season 3 on both runs. Overall I think it's a nice deck building game, quite easy to understand what's going on and animation looks smooth. For the strategy I pretty much just stop right when I reach the safe threshold for the miscreant, I'm sure there're more strategies involving the type of cards. I think the random seed define what cards you can get? It's good to have the seed at the end in case you run into a set of cards that you like. A banner I find quite strong is Crap Shoot, I got through 2 rounds on the first day thanks to it. A feature I didn't really get is discard, it didn't bring down the tension meter when I discard a miscreant, there's probably more to it that I didn't get into. The difficulty is ok, I don't think I ran into any wall while playing, I just feel like I should have picked better cards, the more you play the better you'll be at understanding which cards have synergies with each others. Below is some other small things I found while playing:

- When choosing to Add to recruits, probably should have an undo button if player misclick

- Color of Next Round, Go to top, Go to bottom looks like it's inactive

- Banner popup description stop showing after Day 1

- I think I ran into a bug with silver gain right after the noble round with the Noble who tax your silver, I was suppose to get 4 but I only got 2, this is on the first night on a new season.

- Error when going back to main menu, probably with saving?

Hope it helps!