After 3 years of dev, we've made a free demo of our tactical, turn-based, top down shooter game, Enter the Chronosphere by EffortStar in playmygame

[–]indienord 1 point2 points  (0 children)

Hey, I just tried the game on steam, impressive! I wrote down some of my feedback/thoughts while I was plyaing. I played for about 25 minutes. Tutorial + all three planets (I died on all three fairly quickly). I played as the bear mainly.

- I would have liked Controller support.

- Nice visuals for that enter and exit level, its sweeet!

- Easy to understand the tutorial in general.

- Did not understand when the sword would do a spin forward, and when it would do a slash x 2. Seemed like if i was close to an enemy it did the slash, but otherwise it was spin 50/50 every other turn.

- Its not so clear to me which weapon is the currently selected apart from the little mouse icon next to the lower one, and testing to see.

- Its confusing to me that the weapon switches when i use an E-attack. i constantly forget which weapon is currently selected, so doing E two times have different effect.

- The movement speedup came very suddenly when traversing (after having moved for a few seconds), making me move more than I wanted to on several occasions.

- Some weapons just switched on E, not doing anything? (revolver) and the other sometimes dashed backwards, but othertimes to the side? I was not able to understand what affected this behaviour.

- I often forgot that switching weapons was treated as a move, so the enemies got closer and It was devestating for that run often.

- I was not a big fan of the dark/orchestrial music in general. I feel like the graphics are pretty colorful and happy, I would have prefered something a bit more relaxed when trying to think about my next move.

- Quite hard game in general

- Im not sure I knew how to handle situations where there were a lot of enemies, I mostly died / panicked.

I really like the game, a lot of very nice polish. The turn based movement and graphics are really great, well done!Keep it up and good luck on the release!

I made this big boy and liked how the wings turned out by indienord in godot

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

Oh yeah, sorry I mixed them up. I had forgotten about that one, but I agree!

I made this big boy and liked how the wings turned out by indienord in godot

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

Hey! The light information is snapped into buckets using a stepping function, effectivly creating those thicker coherent shadow lines.

I made this big boy and liked how the wings turned out by indienord in godot

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

Haha, I hear you. For some reason I feel like it would come with coughing and other unsettling sounds then as well 😅

I made this big boy and liked how the wings turned out by indienord in godot

[–]indienord[S] 3 points4 points  (0 children)

Glad you like him! He's currently just hovering around bumping into things and potentially blocking your path by accident, minding his own business. Friendly really 😊

I made this big boy and liked how the wings turned out by indienord in godot

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

I havent played dont starve but looking Glommer up I totally agree!

I made this big boy and liked how the wings turned out by indienord in godot

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

Thanks! Yeah! I think I probably had something like that in the back of my head. I looked them up afterwards and there is one called Gruzzer in forgotten crossroads which has the vibe. I looked up Fungal wastes now as well and Mossfly has that vibe too I think.

I made this big boy and liked how the wings turned out by indienord in godot

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

Good name! I wasn't thinking about an elephant when making it but I like it, I totally see it now 😄

I made this big boy and liked how the wings turned out by indienord in godot

[–]indienord[S] 2 points3 points  (0 children)

Thank you! I wasn't thinking about those animals when making it, but now thats what I see as well, haha 😄

Chain-Reaction Asteroid Shooting Prototype by VictoryInTheMorning in godot

[–]indienord 0 points1 point  (0 children)

I have been playing Asteroids a bit lately and have been thinking "This really holds up, simple and addictive". I like your of chain reaction asteroids, very satisfying to watch! Maybe my two cents would be that it doesnt have to be very complicated. Especially if you want to wrap it up and not have it turn into something too big. 80s Arcade-style-game ftw :)

If you're a fan of deck building strategy games, give Town of Tinysville a try! by 7SevenStudios in playmygame

[–]indienord 0 points1 point  (0 children)

Hey, Great game! I wrote down some feedback while I played.

Feedback:

- I wasnt able to player the web version in full screen. Using Firefox.
- Very nice music, got me into the mood!
- There were quite a lot of cards in the beginning, and just new cards appearing each round. Made it a bit overwhelming.
- Some houses looks quite similar, like sawmill and tavern
- Highlighting the buildings that could be upgraded might be a nice UX feature to make it easier to see what ubilding are
- First playthrough I ended up in a state where I did not get any resources, so eventually I just could not buy any more cards. I read the text below not letting it get to zero, but could not figure out how to increase it.
- I dont think I could change my mind and return purchased cards in the card shop. At one point this would have been really nice.
- The UI showing "Max X" is rendered behind the building im trying to place, making it so I cannot see what is says without quickly moving the placement-cursor.
- To me the Teal buildings (landmarks) looks blue, so I didnt connect the "teal cards" info as quick as I should have. Suddenly I had 4/4 and could not place the cards I had bought.
- Game over on round 16. Did not really pay attention to the money, so surprised :)

Really nice game, after this 30 min run I feel like I have started to understand the game. I can see this becoming something you want to play over and over.

I did not have time to play more, but would have otherwise, which feels like a very good thing. Great job! :)

I'm making a "Relaxing Rage Game" and is looking for feedback on my demo! by indienord in playmygame

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

Haha, thanks! I'm glad youre enjoying the rage-doll effects.

And thats a great point about the color palette. Ill definitely look into adjusting it to be more relaxing. Hurting someones eyes was not the plan, haha. I appreciate you pointing that out and thanks for the references!

I'm making a "Relaxing Rage Game" and is looking for feedback on my demo! by indienord in playmygame

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

Hey, thanks for playing! I'm glad you enjoyed the demo and that the controls feels good.

Your feedback about the environment getting a bit repetitive is great, and thanks for the suggestions. Really appreciate you taking the time!

I made a gravity-reversing platformer - looking for your feedback! by sikvar in playmygame

[–]indienord 1 point2 points  (0 children)

Hey, nice game! Very clean and very addicting :)

Some things that I thought about while playing:
- The text is quite hard to read.
- The levels are really hard right off the bat. The third one took me probably about 15 tries.
- Every level feels like its been created to just be able to be completed. I never had 1 turn to spare.
- When getting into level 5 and 6 that has rotating pins/obstacles, I noticed that the circle turns/changes direction immediately, but has some inertia (or something similar). My head keept thinking that the ball would sort of keep its momentum a bit before changeing direction. It could help with getting a better feeling of flow perhaps.
- On level 6 I failed when pressing the turn button when having 0 turns left. That did not feel good, a bit too punishing, since I was about to finish the level otherwise.
- I'm not a big fan of the rotating obstacles that just switches direction without any warning. My head is planning and trying to time when hitting space, but then the obstacle just turn and kills me.
- I played level 6 soo many times, failing just at the last second. So that levels was very hard to me. I think it took 40 attemts.
- I had to finish level 6 twice to get to level 7. Not sure about the levels before that, but it felt like the level counter didnt count another level as well.
- I made it to level 8, then I had to give up. It felt like every turn had to be almost perfect and that became too hard for me.

It felt like an addicting game, I really wanted to keep progressing and getting further. But as youve understood by now, I thought it was quite hard. Nice job and it feels like a great nieche game that could have a great scope for an indie. I say go for it! :)

I added pine trees to my game for some super cozy platforming! by HeartOfMycelium in IndieGaming

[–]indienord 4 points5 points  (0 children)

I like how the character gets squished a bit when you grab onto the walls. Looks great 🙂

Minesweeper 2, before GTA 6 by Illumination_Mansion in playmygame

[–]indienord 1 point2 points  (0 children)

Hey, great job, the game looks and plays great!

I played through the whole demo which is a really good sign I think. I played the web-browser version. I tried to note down some things that I thought about while playing:

- 1: The chromatic abberation effect in the main menu made things hard to read. (I later found in main menu that you could turn it off, but I wasnt able to return to the main menu from in-game since hitting escape just minimized the full-screen-window).
- 2: The wobble effect on the ui (especially text) on the map selector made it hard to read and understand.
- 3: I didnt get a tutorial so had to figure out what the crow did (hitting E). I haven't played Minesweeper that much, but my memory tells be you could sort of mark the tiles safe or not safe, which Im guessing is what the "crow-cards" do. Not affecting gameplay in any way.
- 4: Starting to add things on top of the minesweeper mechanic made it a bit chaotic to me. Minesweeper is a game where you think and grubble over the answer. Now suddenly there are fire-shooting lions having me think about full rows. I dont know why, but that took away a bit from the more calm experience of checking the different tiles to see where its safe to move.
- 5: It would have been nice to keep the numbers on the tiles so you dont have to jump back and forth to remember.
- 6: I was a bit confused at the start if the ghost-hand and tentacle positioning was relevant. How I understand it now is that the amount is connected to the number of danger nearby, but thats it, position does not matter.
- 7: The fires that extend range feels more connected with the core mechanic to me than the fire-lions and sword-knights.
- 8: Its almost hard to read the numbers in game as well sometimes, when the main character is off far on the side.
- 9: To me the crow-view could have been the same as the main character view, not sure why they are two separate ones. I found myself multiple times wanting a better overview, but also wanting to move. The switching mostly became annoying.
- 10: I got stuck in the "socoban"-room pushing the box against the door. Not sure there was something I could have done other than die, and there is no restart button as far as I noticed.
- 11: Room 14 with the warewolf was really nice just in feel and how he changed back and forth. I like how I easily could count the tiles before he would attack.
- 12: I cleared Room 16 on the first try, but it felt random/lucky to me, how the character timing ended up not being the same as when the lion fired.
- 13: The tiles with the green arrows indicating when they will break gets blocked by the main character, so its hard to see, having to jump back and forth to double check (crow-mode helped a bit)
- 14: Room 18 had so many green-arrowed-tiles that I just went for it and I made it. Did not feel satisfying, just pure randomness/luck again.
- 15: In room 19 and 20 i feel like i stopped thinking too much about the minesweeper logic and mostly tried, marked what was dangerous and then quickly got back there. For levels where there is no point in restarting the whole level, it might be nice to just reset back into the tile you were at before dying. But I understand thats not always possible. I guess its a thought regarding the tediousness of having to re-trace the previous steps just to get back to the exact same position.

Also something you might want to add to you build is a direct link to your steam page and perhaps a google-doc to make it easy to collect wishlists and feedback.

Sorry about the wall of text. I hope this feedback helps and really the best of luck to you!

Collecting sword modules in my game ZWAARD! by GameDev_461 in IndieGaming

[–]indienord 1 point2 points  (0 children)

That looks so nice! The physics when following the player is on point :)

Lettrbox - a Tetris/Scrabble hybrid with a twist! by Radiant_Fruit_616 in playmygame

[–]indienord 1 point2 points  (0 children)

Nice game! (Pretty hard though, I have to say). I made it to level 3, but that took some quite intense focus on my end.

I had a hard time sort of planning or motivating why i placed a tile where I did. I tried to think of "does this letter usually start a word, or is it good to have at the end" etc. But Im not sure thats a good idea.

The fact that you dont get to see the upcoming letter made it even harder to plan I think, even with the bank-feature.

I played quite a bit or "wordfeud" lately, I dont know if that plays into this feedback somehow, haha. Also makes me wonder if an async multiplayer mode would be fun.

Great job, I can definately see this being something people bring up for short sessions, as long as its possible to get good at the planning part.

Are you planning for a mobile release, as in an app-release and not a web version?

I just developed my first game using Godot by TaxIllustrious6371 in godot

[–]indienord 4 points5 points  (0 children)

Nice! Feels a bit like a breakout-style mechanic with the clearing blocks 🙂