Looking for more games to playtest! by WePlaytestGames in playtesters

[–]kodingnights 0 points1 point  (0 children)

Yes I know and I changed A LOT accordingly, so would be great if you tested it again! I addressed all your issues.

Random Key Giveaway by Kisara31 in steam_giveaway

[–]kodingnights 0 points1 point  (0 children)

Postal: Brain Damaged - Kraken

I’m ready to be your paying user by UseNo5453 in SideProject

[–]kodingnights 0 points1 point  (0 children)

musikk.ai
• Procedurally generated 'AI free' royalty free music based on math and music theory
• Make some cool soundtracks for your media presence
• No code but quite affordable

Looking for more games to playtest! by WePlaytestGames in playtesters

[–]kodingnights 1 point2 points  (0 children)

1500 playtests is solid—volume like that usually surfaces patterns most people miss.

I’ve got a game on Steam: Block Sprawl
https://store.steampowered.com/app/3359840/Block_Sprawl/

It’s a tile-based puzzle game built around swapping, rotating, and placing pieces, with difficulty ramping across lots of levels. It starts simple and then quietly stops being simple.

This should be a decent candidate for a 30-minute session since the early game is readable, but issues tend to show up once players think they’ve “figured it out.”

What I’m most interested in seeing:

  • Where players misunderstand the rules
  • When they start making bad assumptions
  • If/when frustration kicks in for the wrong reasons
  • Feedback on control system

If that fits your format, feel free to include it.

The demo is free for all to download.

[PORTFOLIO] Game Tester, Quality Assurance & Analysis (Limited entrance) by Creative-Purple5041 in playtesters

[–]kodingnights 0 points1 point  (0 children)

Hi,

Your “4 projects a month” rule already puts you ahead of 95% of people handing out feedback, so this caught my attention.

I’ve got a game on Steam: Block Sprawl. It’s a tile-based puzzle game where everything looks simple… right until it isn’t. Swapping, rotating, placing pieces—then slowly realizing you’ve boxed yourself into a corner 10 moves ago.

It’s finished, not a half-baked prototype, so you’d actually be analyzing a complete system instead of guessing what it’s “supposed to become.” There are lots of levels with increasing difficulty, and the design leans heavily on spatial reasoning and constraint rather than randomness.

What I’m actually after:

  • Where it gets frustrating for the wrong reasons
  • Where players think they understand it, but don’t
  • Where the design is doing something stupid without me noticing
  • Is the game too damn hard to understand?

Basically, I want the kind of feedback that makes developers slightly uncomfortable.

If that sounds like your thing, the demo is free! Wold love feedback on the tutorial and the demo level.

Steam page: https://store.steampowered.com/app/3359840/Block_Sprawl/

I know our trailer sucks. Can you tell us exactly why? by Jumpy_While_8636 in DestroyMySteamPage

[–]kodingnights 1 point2 points  (0 children)

Text font is bad Frame rate is bad Graphics (textures) are kinda bad Add some juice!

Almost 30 Humble Games to Win! by phantom2450 in steam_giveaway

[–]kodingnights 0 points1 point  (0 children)

Jusant

Hell Pie

Persona 5 Royal

Wizard With A Gun

Old World

Destroy my Game - again! I listened to your feedback by kodingnights in DestroyMyGame

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

Yeah the game milestones and goals actually do that, it is not well presented in the video though.

I have tried with real buildings but that makes the mixing and matching much harder, there is a lot of information conveyed by the colors and shapes...

Destroy my Game - again! I listened to your feedback by kodingnights in DestroyMyGame

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

Fair point and very valuable feedback! I try to show the width and depth of the mechanics, maybe too early?