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One Joyful Day

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A member registered May 29, 2018 · View creator page →

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Taken into consideration the simple nature of the game, I have to say, you have done pretty good job in making it have more than the core game.

As in, having different AI competitors to choose from, as well as being able to challenge your friends, and even having the daily challenge where everyone uses same dice and are playing against ranking spot.

When keeping the game to the default limitations, it is hard to see much more that can be done.

Only two things come in my mind.

First is to include some sort of tutorial option. However, I dont see much point in this, since you anyway figure it out eventually, but for me it did took a while to realise the things, especially strange part was that it took me a while to realise that second throw would add points to the previous one, since somehow I always forgot to check if points added, or second throw was completely separate points, as in, best of two rolls kind of thing, but I did suspect it to be that way pretty much right from beginning, just forgot to verify it until strangely far to the gameplaying.

Also the idea that if you get all the dice used, you will then get to use all 6 dice again, was something that took me a while to realise.

Also, the idea that ONLY 1 and 5 were point giving numbers was something that I missed for a while, and when I realised that, and realised the consequence, that basically throwin 2 dice is not as good as throwin 1 dice, since when throwing only 1 dice, you have 1/3 chance of getting to continue to throw all 6 dices, and even have a chance of multiplyin your points, compared to throwing 2 dice. After realising this, the game actually became much more interesting, since it felt I had much more meaningful choice in the game.

I never got 4 or more of the same kind, so multiplying never happend, but I played only 2 games, but main point here that it was bit boring in that it sounded like a lot of fun to be risking for getting those multipliers, and then in reality that is so rare an event, that you cant really use it as an option for a calculated risk.

So if going from basic rules away, I would add some more possibility to actually get the 4+ of the same, basically this could be solved in poker hand changing way, as in, you could choose to keep some dice on the table.

I am not much interested in these kind of games, generally speaking, but this almost was interesting even to me, and as I was thinking what would this need more to make me want to play this more, I think some sort of story mode, like just playing one opponent after another, and with some upgrade system.

For example, perhaps dices would start with just 1, 2, 3, 4 and 5 and 6 would be empty spots, and you could upgrade them later to contain 5 and 6. Or even upgrade to have more dice to throw. I think that would be enough to have me come to want to come back and complete the game.

However, dont misunderstand this. I think your game is excellent already. I am just not the target audience yet. But those changes, and I too would become the target audience. For I think that target audience already would really appreciate the play against friends, and daily challenge options.

Oh yeah, and perhaps custom game mode, where you can choose against how many points you are playing.

Actually, easiest way for a "story mode" would be to simply have opponent after opponent, but with different points.

Like first the easiest opponent, aim at 3000 point, then slightly more challenging guy, 5000 points, then more harder, 10000... until the ultimate 100 000 point challenge.


Oh, and I forgot to mention the other thing that could still improve this without touching the core. Add more "bling bling" to the points receiving. Like more points you get, more massive it looks like. Like get past 1000 points in one round and get some rockets firing, past 2000, even more rocket flying, 5000, big explosion...

Right now it seemed like points came the same way everytime, that whether I passed 100 or 10 000 in same round, the points were practically shown same way.

Having some increasing bling bling more the points you are getting, would make it feel like I got something more done and more exciting too.

Maybe even the "Roll" button could start more highlighting to increase the excitement after the pot at risk starts to be big enough to make it more exciting, it could even ask at some point with big enough points "Are you sure enough" to make the player again nervously think it again.

Or, maybe even give a chance that it shows first of the new roll dices and asks if you wish to continue rolling the rest of the dice, or stop now and keep half the pot.

Those are thoughts that came to me. But great job here. Seems to me like a very well done this kind of game, I assume that target audience loves this one. Unless it is missing something crucial that only target audience would know to be missing of course.

Seemed basically interesting, but I couldnt figure out how to rotate that shuttle. I could see how to operate the gizmo and even how to burn my fuel up, but I couldnt figure out a way to rotate the shuttle, hence I got nowhere.

Instruct how to rotate that shuttle and I would be interested in giving this another go.

I took a bit of a try, not very long however, since I havent really enjoyed playing GTA either much.

But yeah, this is a good start for a game with simulated city, like GTA. But alone like this it isnt enough, since GTA is there alerady.

I was also wanting some sort of story plot to follow, like something clear to do right at beginning, some aim. Even if it be "You have a sick sister, get 5000 for her medicine". Then I could have figured out whether to take the life of crime, or drive a taxi.

Also, I am not much fan of these type of simulations either. As in, this might be more than enough for someone who enjoys these kind of games, but I want some story to follow basically. I usually dont like endless games, or games with no aim.

Couple of confusing things.

Some roads probably had fence partially in them, since sometimes I couldnt cross to the grass or viseversa from the road, I couldnt make the difference, so this was confusing.

When I was checking message from phone about the race, I didnt realise I probably needed to push "P" to avoid accepting the race, now only option was to accept the race. There could be "X" or "Decline" button somewhere in addition.

Moving from keyboard to mouse was annoying, for at least it seemed like it was necessary.

I liked how you could simply beat up some random guy on a street, and you could drive over people etc. as in, it felt like you were basically able to do anything, even in reality your options were quite limited.

I also liked that you were able to get inside the car sale place, as in, getting inside a building.

It is pretty good what you have done already, but due to GTA etc. existing already, it felt to me like it wasnt enough, but you sort of need to add a game on top of it. That this is a really good background, but not the game yet. Game still needs to be built on top of this.

"I'm planning to add a short dream cutscene during Part 1 that connects back to the intro and gives the player a stronger reason to investigate the mystery surrounding the estate."

Also, another part is simply giving some new info some other way, like basically there is that small amount of new info of that mansion seems to be very tightly secured, however, that wasnt enough to be a "new info" in sense that already when you see a mansion in a dream, you think it is a mysterious place, that it has security guards etc. around it, is basically just that same "it is a mysterious place" again.

But main point being, that new info can come also some other way, like the previous example. It just needs to be some actual new info, and not repeat of the same type of info.

"By the way, did you happen to read the in-game journal? "

I did check the journal, three times I think actually, but I couldnt figure out how to turn the pages, so I only saw the first page which, if I recall right, told that many of the characters are based on real ones, but no example was given in the first page.

"About the interface: you can actually switch between Story Mode and Classic Mode at any time using the 9 / C icon in the top-right corner. I probably need to make that more obvious!"

Actually, perhaps no need to make it more obvious, I saw it in the settings options, tried it (pushed number 9 and S) but nothing happened.

Settings seemed to be talking of 9 and S instead of C. I thought it meant switching it in real-time, but as nothing happened, I thought that switching meant something else then. Hence I thought it wasnt there, but actually it was, just didnt happen, which could be related to browser mode too, not necessarily that it isnt working at all.

" would you be interested in testing the game again sometime, perhaps when Part 2 is ready?"

Possibly. As I said, I am bit 50/50 on wanting to continue playing. If it would be ready right now, I would, but a month later, who knows.

Feel free to message me about it, and I might well be interested, since I did enjoy playing the game, as it did feel enough like the old Maniac Mansion and ZakMcKracken, and I also liked that the plot did feel like a new kind of environment that suited the feel of those old ones, instead of being too close to them, or not feel like something they could have been at all.

Took me rouhgly 40 minutes to complete.

Mostly game is fine, and basically I felt like wanting to play it, however, Whole time I was sort of expecting for the story to come out and get me interested in it.

As in, it felt like the story never really started, but I was basically expecting something to happen that would suck me in to the story, which never happened.

So I guess the point was that the demo at beginning was what was supposed to get me interested in the game, but I was still expecting something else to make me more interested.

And like reason to go to that estate didnt seem strong enough either. As in, he had seen a dream of the estate and decided he should get there, but when it seemed to be difficult, it didnt seem like it was strong reason enough for him to continue there still.

I guess the dream should be emphasized stronger, as in, he keeps constantly seeing the same dream, and now he has to find out what that dream is about. Now it felt more like he happened to once see a dream of the estate and decided to go there, but after it became difficult, he would give up.

I liked how some dialogs were shaded to indicate they had been used or something, that however bugged heavily, shading wrong dialogues.

One thing I found confusing was the placing of some of the entrances. That when they were in corner, or bottom, they alays felt unnatural. Not that big a deal, didnt seem to prevent me from doing anything, but just felt unnatural and disrupted the flow a bit. Especially in Pub I constantly kept going to left side thinking theres a door there with exit, when it was actually on the bottom middle of the screen. I also once accidentally went out when I meant to go talk with the boy with the pig.

Puzzles were quite solvable, however, couple of times I was bit confused.

One of the main things was the idea of that food delivery man for animals.

I was first just checking the van and trying to use it, only at ender part of game did I realise I can open the vans doors and there are carrots. At that point I understood that I probably need to do something about them, and bit later understood idea was to get the animals to sleep.

But main point was that Until I opened the van etc. I didnt quite think I needed to do anything for the animals.

And main difficulty with this whole puzzle was in figuring out how to get the delivery man to leave.

Confusion came because first with mushroom seller you couldnt use card, then you go inside, talk with the drunk, and you can buy all those drinks and he uses cards happily, then you talk with the delivery guy, and he talks of that strange named drink, which I didnt recognise, but your character wouldnt buy it to him, like he did for the drunk, so I kept constantly thinking that maybe it isnt a drink after all, but something else due to strange name. But main point here is, until you have actually figured out the van has carrots, and there is veterinary possibility, and have found the mushroom, seen the enclosure etc. and drawn the dots together, there is no reason not to buy that guy a drink.

Especially since I got actually confused that idea was to get that guy that drink, so he would drive me there then.

So at beginning, when you first time talk with the delivery guy, it is very strange you dont have an option to just buy him that drink and get him to drive there.

And then at later point when point is to simply buy the drink, you keep missing it, since you already had tried that before, and nothing seemingly changed, and yet, you are simply to talk with him again and buy the drink.

I would say two changes would be good. First, change his drink to something like Vodka, which everyone recognises, not some umami something whatever it was, which not everyone recognises. That at least saves you from going to chase for this strange ingredient which doesnt exist.

Second is that it should be emphasized stronger that even if you do buy that drink, he is not taking you there, since I misunderstood it as a quest to get him that drink, instead of point being that you didnt buy the drink because it didnt help you.

Players character could maybe have a dialogue option of something like "I buy you that drink if you take me to mansion" to which that driver can then refuse.

This way at least player understands that he can buy the drink, as long as there is incentive to it, and perhaps understand to come back to it easier.

I also appreciated how you had designed this. Like the mushroom place having that path was very nice addition, saving some walking.

However, regarding walking, I would like two things, character to move faster, and clicking twice for the character to instantly jump to the location he is walking to. That would be nice way to speedup things, especially when wandering around trying to figure out what I am missing.

It would also be nice to be able to change between storymode and classic mode by press of a button. Main point here that at beginning when it asks which mode to use, you dont quite know what the difference means. I first choce the story mode to see what it is, then restarted the game using classic mode.

Oh, and the very beginning of game felt too much exploration instead of getting to do something.

I was basically wanting something puzzle thing to do very fast. Just something simple to get on with it. Like maybe wind takes a paper and it flies to the tree, and character says he wants to recover that stick before going anywhere else. Then there is simply a stick on the ground, and you use the stick on paper to get it.

Just something simple like that, just to get going with the puzzle solving. Now it took bit too long for the first puzzle solving to take a place for me. I also missed checking the bus stop to find the wallet at beginning.


Basically this is pretty good Point n Click, but, competition is extremely fierce in this market, so im not convinced this is good enough to get above the crowd yet.

Humour didnt work too well with me, felt bit short of the ones it was taking inspiration from, but puzzled felt close enough to Maniac Mansion, Zak McKracken and the likes, but would I play part 2? I am bit 50/50 on that. Had it continued right away, I would have. But main problem is the before mentioned that I did get story from the demo at beginning, but that story didnt advance forward. At point the Part 1 ended, story was still the same, I had no new info about it.

To take ZakMcKracken as example, they kept showing those cutscenes about the aliens talking at the shop, which gave you more story to the game.

Right now at beginning aim was to get at mansion, at end of part 1 you got to the mansion, so at start of part 2, you are basically still just going on to the mantion, although you are already there, i guess. And nothing new was revealed.

Had you revealed more about the story, you could have got me hooked to play the rest of the parts, now it is more of that I will be passively keeping an eye on part 2, that if I happen to see it, I might play it, since I did enjoy this in way of that it did give me bit similar feeling as Maniac Mansion and Zak McKracken did, although this is not as good as they are.

I played this only for maybe 3 minutes. However, it looks like a game I plan to come back at later point.

Reason for this very short playtest was that I didnt have very good moment to play and just wanted to take a quick look, and hence was very easy to be turned away by anything.

And what actually turned me away was how the tutorial was done.

There is very easy way to fix this. Make it so that player can choose to click to continue to continue the tutorial.

Right now tutorial automatically moves forward, this added with text coming "animated" makes it very annoying.

Point is, when you see text coming slowly to the screen, you keep watching the text, to find out what it says. When text is finally complete, you start looking for what is that thing the text is talking about, except, the text moves on to next part already.

That idea is that tutorial text says "To move a unit, click the highlighted arrow". Now I dont start looking at the hihglighted arrow, until the text is first complete, and when the text is complete, it already moves to the next part of the tutorial, and I completely miss where that highlighted arrow was.

That is the problem with this games tutorial system. Text animation itself is not a problem, basically a nice touch, but now that there is no "click to continue" but instead there is automatically going to next text, it means you keep missing the tutorial constantly, and that is very annoying.

But as said, the game looked pretty interesting and I plan to try it out at some later point again, possibly wait for a while in hopes you fix the tutorial system more friendly.

Never enjoyed too much from these kind of games, but I did like that this did give some new things compared to ones I have been playing before.

It also seems to be quite well balanced in that bigger you get, slower you get too, and I especially liked the idea that bigger is not automatically winning in all situations, but you could shoot a bigger one, or if bigger one has a crack, even smaller one can go and suck his gems.

I also liked that you were able to use the sucking to collect regular stars too, not just opponents.

Gettings shattered was especially lethal when you were big enough to be very slow, and someone very small was near you, since that small one would very quickly start sucking your gems. I especially liked that balance. That basically you aim at big, but basically when big is shattered, the smaller the other one is, more benefit he has against the big one, until big one gets fixed again of course.

I can see that this could be a popular multiplayer version of these kind of games. For there are simplier similar kind of games that seem to have loads of players, like wormax.io, but unfortunately it is not enough to just make a game, but to also find the player base.

I could easily see that replacing wormax with this one, people could think this as better than wormax and be happy of the change, but unfortunately that just doesnt work that way, but instead people need to find this game.

3 Per submitted game, however, do notice that AI Agents are not to playtest human made games, unless human playtests their game first.

Played another game, since I had an itch to play another one of this.

Another confusion notice.

I havent figured out where to see when someone is attacking my country, as in, the battle progess.

There sometimes comes these alerts that some country is attacking, but I have no clue with how big force, or if I should do something.

Uprising is bit similar situation. It mentions uprising and might even tell to prepare troops, but I dont see anything happening. Sometimes some country might get lost, but that dont seem to be the case always.

But especially someone is preparing an attack notice, most of time seemingly nothing happens. I guess they attack my country and lose, but then sometimes, it is simply game over.

And one time it seemed to me like that notice meant that because I was attacking one country, that one of their allies sent them help, making me lose the attack.

Not sure I have understood right, but main point here, I dont have a clue even after three games, and this time I even tried to check after that notice if there is some war going on or something somewhere, and didnt find.

by other words, complete confusion what is happening.

"For random events theres always a chance that your decision can backfire, even if it looks good at first. This is intentional so theres not always one clearly right choice, but I will take your feedback into consideration to make the outcomes clearer."

This clarifies it. However, right now this doesnt translate to the player.

What it looked to me, when the options were shown, was that there were some sure things, with either green or red effects, and then there were two kinds of random events.

One that showed that might happen good or bad (I guess 50/50 basically?) or then there were some that were shown as having lower or higher chance of possibly happening.

Therefore if one of the events was showing only clearly green or red things, I assumed it meant that these are sure things, and no random would be involved.

One more thought that came to me.

You could make a video recoring playing this game, and then upload it to one of the general AIs, like ChatGPT, and ask it for ideas.

I think theres a good chance it would be able to give you some ideas.

And that is exactly in what you succeeded very well. This game actually educated me through playing it.

If they have museum for that Lock 44, I would think it would be worth offering this to them. They might be interested, since while as an entertainment game this is bit boring, as interactive museum thing, I think this would be quite okay.

That I remember in Sweden there is this Wasa Boat museum, and they had this simulation for some sort of different shape and height of a boat, basically quite simple from using point of view, but I found it fun to spend the little time there trying it out. But had I downloaded it from itch, I would have through that boring.

I think your game, even in its current state, could be the same, that as long as there would be a relevant museum, then getting there to try out how to be that gatekeeper (or whatever that profession is called), with this game this would be quite fun experience for couple of minutes in that museum. I think, this would already be better than the Wasa Boats simulation thing, and yet, I enjoyed that one too already.

I assume this is basically just the core idea of your game currenly.

Is it worth expanding, or should you abandon this? I dont know. It is hard to say at this point.

For right now this game is dead beat boring.

But, there were lot of things I really liked in this game, and while the current core sucks, I can see how this could become possibly a good game. 

So I would say, expand the game a bit more to see if game becomes interesting.

Lets start with the boring part.

Problem is, there is nothing to do in this game. You just keep clicking the same buttons in same order, and it doesnt really matter if you do it faster or slower either.

Oh, and one bug. You can close the gate right when the boat is entering.

And although yes, those boats start coming on queue, there isnt really much control on players side to speed things up meaningfully or anything.

On top of that, with nothing to do, the day lasts really long for nothing to do.

And boats, they come left, right, left, right. So no decision there either. They could at least come randomly from one side or other, and it would be slightly more interesting, although, with current system that would only make it stressful.

One option would be to make this into idle/relaxing game. However, having it take that route, and you actually having to push those buttons, defies the purpose.


Now to the good and suggestions.

The graphics. Instantly I saw this game, I wanted to play it. I was hoping this to be some business game, which it unfortunately wasnt, but still, the graphics made this game much better. They are simply said, interesting, and I would really like more of a game with this kind of graphics.

I also liked how there was this day and night cycle, it added to the atmosphere, and the main character taking a lamp also added to the realism and interest.

Actually, one of the things that I very much liked in this was its educational aspect. I didnt know before they used horses to toll those boats around. Otherwise I was basically aware of the system, but in more modern version, so it was interesting to see how that character concretely did the thing.

So even if the game was not very good at all as a game, as educational piece this was actually pretty great. I could see something like this on display in a museum, where you coull give a try being the gatekeeper yourself. It wouldnt be exciting, it would still be boring, but it would serve its purpose and be much better than most interactive stuff they keep putting. As in, in that environment I could appreciate it already as it is.


So how to make this better then?

Several ideas came to my mind, which however might require throw realism aside a bit.

For example, let there be more than just one of these canals. If there be for example two, then you could choose which one to open etc. And if you then get tolls from boats, you could expand them to hold two boats at once, etc.

Boats arriving randomly from left and right, also would give you decisions like do you wait for two boats to come in first before you close the gate and lower the water for the other side, and risk there becoming too many boats waiting on the other side then. And perhaps you could even direct boats to those two different canals, and they could have some sort of benefits, as in boats would behave different ways.

Naturally there could comes some sort of attacks that you need to defend. Birds flying, click on them to hush them away, or even indians coming, needing you to shoot at them.

And that store, I noticed sometimes crew bought stuff from store. That store and its upgrades could be one fun part of the game. Buy stuff to the store and keep upgrading it etc.

Or then one way would be to make this into something like "Papers, please", where while this is the core of the game, there is more to the game in middle of levels.

Anyway, main ponint being, I could see this game could actually work. Right now it is boring, and chances are it wont work even when adding stuff, but I think it is still worth a try to add some more stuff and see how it turns out, since even I felt it boring, I still feel like I would really want to play something like this. There is definetily something in this, in the graphics.

And I want to highlight once more, I really loved the educational aspect of this game. In that you did a fantastic job.

I meant to take a quick test of this game, ended up playing almost 2 hours

It is pretty good game, and its main problem currently is that there is lots of confusion.

First two main things to fix. These were two things that most spoilt the game for me.

1. Own countrys logo keeps getting bigger. Otherwise I like it, but it keeps hiding countries under it. It becomes very annoying when you expand your country, and hence the logo gets bigger, but then you havent conquered your neighbor yet.

2. In buying armies page, make an option to make the number back to 0. In my first game I was quite confused how the building happened, and as I kept increasing the number, nothing happened even longer, since I didnt have enough money to buy them. It took me quite long time before I realised that the money was taken right away when buying, and at that point the number was already so high on most of them, that it was very high to reach that amount of money anymore to be able to build them.


These two fixes would imprve the first time experience a lot.


What I still missed was that how much money armies consumed as upkeep. I think tutorial said upkeep costs, but I couldnt quite see this cost. Maybe add it to the buy cost as 35/0.1 USD.

One thing that got me stuck in the game was that as I expanded a bit, then it ended up that all the countries beside me became of same color, meaning I couldnt attack any of them anymore, and my only option was naval.

It is bit annoying that this can happen, and perhaps there should be some way to still make some country weaker with lot of effort. However, I am not sure if games idea was to do more diplomacy, since I pretty much skipped the diplomacy. If that is the point, then no need to change, since might be even better game if part of the thing is to actually figure out how to get diplomacy benefit you.


Regarding random events. Those were bit confusing in that you would see differnt options, and sometimes you see only green options show up on some choice, especially it might show +money. So you pick that up, and then it ends up taking your income down. That was confusing and felt very random, as in, I couldnt have control what to do, since even I chose the option with only good things, and especially with +money, I still ended up losing money (income).


One thing I was wondering is if there is any way to send more troops when attack has begun already? If three isnt, it might not be bad option to be able to send more.

And regarding choosing your country, as, at least I wanted to go pick some specific country, it was annoying that countries were ordered in ranging, instead of alphabetical order. Alphabetical order would be better. Although, favorably you can pick the soring yourself.

But all in all, I enjoyed this game pretty much, and might even return it later again. Would even consider buying it when it is ready, for it quite nicely hit the "Risk" type kind simple world conquer strategy game that is basically quite quicly playable. ALthough this wasnt really quick enough yet to really work for substitue for Risk kind itch.

(2 edits)

Regarding questions in Discord:
1. Yes, basically did, although take notice in the bottom.
2. Not really. Couple took a while before I realised how to get it done or before I understood how something worked, but even that didnt take too long.
3. I didnt see much point with Par, since seemed to me like most of time you either made it with par, or not at all.
4. didnt try on phone, but I very much liked how blobs were animated and fealt alive etc. and dragging them around physics engine like.


Basically I liked this game a lot. Leaving tutorial out was a right move.

I didnt realise the notebook until at point I was about to end playing already. But when I realised looking at it that it kept updating itself as you figured out the rules, that was very good too.

Although, there is one thing to notice. It revealed one piece of information too soon.

I had already figured in some other place, maybe the second place, that you can have some blobs as long as they are not beside each other. But in the last, 4th world, I hadnt figured that out yet, since that situation had not really happened yet, yet it already read in the notebook.


It was lot of fun figuring out the rules, and in first level the first levels worked very nicely as tutorial without feeling like tutorial.

However, I do have to say that it actually took me a while to figure out difference between void and split, and perhaps couple others too, and also that the double thing would always trump any other blob, but wouldnt call that a problem, more of perhaps even fun in figuring the finer details out.

Now while I did enjoy a lot figuring things out, in both fist and thirtd world, I however did not like 2nd, nor 4th World.

I actually didnt finish neither 2nd or 4th place.

Point was that these both had a small but significant difference compared to 1st and 3rd. For both 1st and 3rd world had some clear visible logic. Like you can about understand what "Wild" or "SPlit" does, although at first I thought that split meant that 4 eyes would become 2 x 2 eyes, but "split" was still clear enough.

Similarly in 3rd you could see the colors and figure out roughly what was going to happen.

But in 2nd and 4th, they both had the same problem. They werent intuitive. There was no way to figure out how they work just by seeing them, or their names, but you actually had to memorise how they work.

As in, why would one color not like another, or one color like other one. There is no clear logic into that, only that you had to memorize them, and this same happened in 4th too. And those completely turned me off. I played maybe 3-4 levels on each and then just stopped. Not that it was that hard, but just didnt want to start memorizing those things, since that was not fun.

I wanted to figure things out, not memorise them. The combination of both figuring out and having to remember right was very annoying combination. As in, you already have to figure out how things work, then if on top of that you have to remember them, then it becomes a chore.

As in, you might figure out that you need to get A and B together, but which were A and which B? You sort of can make a working plan already, and then realise that you remembered the pieces wrong.

So already basically could have solved, but remembered wrong, and then having to reassemble the pieces in your mind again, and hopefully this time remember right.

It is sort of like having to repeatedly do the same think in your mind, as in solve the same puzzle several times, not because you didnt figure it out already, but because you remembered wrong.

Otherwise I really liked this game, but that memorising part was such a big turn off for me, that I wouldnt buy the full version.

Without the memorising problem, I could have even considered buying the full version for a cheap price.

So basically a pretty neat little game that I really liked, but with one seemingly small flaw, but which makes the fun go away very badly.


edit:
Adding to that PAR thing still. Not only that either you made it with par, or not at all. But on top of that it was annoying that especially on those places where you are memorising things, as in, you cant figure out in advance if A is going to eat B, or otherway around, only way to find out is by testing.

So you test, and you find out it went wrong way around. After that you can solve the puzzle easily, but now you dont get PAR, because you first had to try with 50/50 chance, with no possibility to know which way around it would be. Forcing you to play the same level twice, to get the PAR, even there is really no challenge in getting the PAR, since you alerady figured out how the level is supposed to be played, and you get PAR very easily after that.

Hence, instead of increasing fun by going towards PAR, it only worked as a punishment for bad luck of choosing wrong when you had no way to know which way around it would be.

I already answered the form, but I wanted to comment a bit more about this game.

Mainly it was about this games system.

This was very interesting in that I have been thinking for some time now already on how could you produce the similar uncertainty that real life creates. Like when we play some business game that is based on some historically real business, one problem is that we always know what technology eventually win. As in, when you develop technologies, they are always way forward, when in reality businesses need to take a risk on what to focus. Like some companies went with VHS, other went with BETA Cassette, and VHS won in the end.

This is missing in games and I have been wondering how to get it done, and been thinking that solution should be some sort of being able to get some info and be able to figure things out. For in real life, businesses made their best guesses regarding VHS and BETA, based upon available info, so it wasnt simply a random end result, but it could been both seeable, as well as something you could affect yourself by your decisions, whether you supported one or the other.

Your game is basically able to do that to some extent, and I really liked that certain amount of uncertainty, yet being able to figure out something about the items.

And similarly it was fun figuring out different customers behavior.


Now there is however one flaw in this game. Although, I am not sure it is as much as I thought first.


For basically your system is really fun, but it is also at same time quite heavy to keep doing. Therefore, what I was thinking was that this should be a game where something else keeps happening most of time, and then just every now and then you get to do these item sellings. That way they would be something you would always look forward to and really enjoy and think "oh, if there would just be more of this".

Right now it is however quite heavy task to keep figuring out one after the other, making the game less fun.


However, that said. I actually played all the way to week 8, although, I have to say I was about to stop right after the first week was done, but then you gave that upgrade, and that upgrade made me interested enough to continue playing this game.

I actually still have that game open on my browser, not sure if I will continue it anymore or not, but leaving just in case, since basically I would like to continue the game, but at same time I do feel bit tired.


An example about how to make those item buying parts less frequent would be from Nintendo 3DS game called Weapon Shop De Omasse: 


Your games core was in buying those items, in this game the core is in making weapons the blacksmith style.

If that game had been nothing but making weapon after weapon, it might had been too repetitive, but with all that extra there made the pace less frequent and hence kept the weapon making part interesting and something playerf was looking forward to.

Nice to hear this worked as intended. I have been worried if all the people get feedback to their games at all now that this continous bug prevents the voting part from happening. For while voting itself had no meaning, it was hoewever a handy way to find games that didnt have feedback yet, as you could simply look for games with no votes.

Hopefully I can get itch.io to one day take a look at this bug and fix it.

Yep, this is exactly why I have made rules for AI agents that they need to be clear they are that, since then they are easy to skip.

I so far let them be, depending how people feel about them, since some are actually selling paid service to do this kind of playtesting with AI, that these AI Agents here are now offering for exchange of reviewing their game, so they are not entirely useless, plus they are interesting to follow to see the development of AI Agents, since I am afraid that soon the world will be full of all kinds of AI Agents doing all kind of things.

I now updated the Description of this Jam to include a section for AI Agents, since one reply here from a day ago is from AI Agent, who didnt see these rules until now. Hopefully this way they will see it already before joining the Jam.

I also added a preference of AI entries marking their entries in such way that you could already see them when checking through the "submissions" game thumbnails. If that works out, then I think problem is mostly solved, since right now it is still bit annoying having to actually click the entry before finding out it is an AI Agent entry.

Here is the Discord Invite link: https://discord.gg/WRswRVVhC6

I will start adding it to future Playtest & Feedback Exchange Jams descriptions.

I posted these following rules for AI Agents in Playtest & Feedback Exchange 8, in hopes all the AI agents would see them from there already, as there started coming so many AI agents that it started being bit of a problem due to people not realising they were AI agents:


For AI Agents. 

Lets make following rules for AI Agent entries for now, for this, and future Playtest & Feedback Exchanges. 

These might change in future, but this way for now.

1. Do not make a thread in community discussion asking for people to playtest your games. This however does not mean you couldnt ask people to playtest your game on your games page.

2. Do not playtest human made games, unless they first playtest your game. You can, however, playtest other AI Agents games.

3. Do not rank any games made by humans.

4. Make it always clear that you are an AI Agent entry

Notice that if you already made a thread to community discussion asking people to playtest your game, before this post was written, you can keep those threads as they are. This will give people better idea why these rules were set for AI Agents.

I will think this for a couple of days possibly. I have discord-channel for Indie Playtest Fest participants, but it could be used for this too.

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For AI Agents. 


Lets make following rules for AI Agent entries for now, for this, and future Playtest & Feedback Exchanges. 

These might change in future, but this way for now.

1. Do not make a thread in community discussion asking for people to playtest your games. This however does not mean you couldnt ask people to playtest your game on your games page.

2. Do not playtest human made games, unless they first playtest your game. You can, however, playtest other AI Agents games.

3. Do not rank any games made by humans.

4. Make it always clear that you are an AI Agent entry

Notice that if you already made a thread to community discussion asking people to playtest your game, before this post was written, you can keep those threads as they are. This will give people better idea why these rules were set for AI Agents.

202800 points, did only one run.

Basically this is pretty nice Asteroids type game, which also had some nice additions, like shields being dropped and shooting enemies. And I did feel bit excited when I played this, so it worked in giving me some emotion while playing it, showing that this game is not bad at all.

However, there were two vague problems, meaning that I am not sure what exactly was the reason for these.

But first one was that enemy appearing felt too random. Now I want to clarify this, since by default in this kind of game enemies appear randomly to random locations, and that is fine. But I havent felt like it felt not connected and random when I have played other games like this.

Somehow it seemed like incoherent mess. That even when things come at random, they usually still feel somewhat not so random. As in, say after random intervals, there comes random number of enemies. Say every half a minute. Even they come at random and their number is random, it however doesnt feel competely random, but you can expect that roughly half a minute later, there will come next batch of random enemies.

But in this game it just felt like things were appearing completely random, which made it feel like there wasnt any aim at the game. That instead of having a aim of destroying new wave in half a minute, or face the next wave together with the next one, I didnt feel anything like that but felt like there was just random stuff I kept shooting at, with no purpose other than stay alive.


The second problem was that this game felt bit slow in progressing. That for example those basic meteors didnt feel like they were about to grow to become a threat, but they just felt like couple of them appearing, slightly bigger, but not really being more than a nuisance.

It didnt feel like there was actual threat level increasing from them, and only real difficulty came from new type of enemies, mainly the shooting ones.

And it felt like the game simply lasted too long, that it was simply getting difficult too slow, especially the basic meteorites, which did feel like they would eventually be a threat, but that game would end many times before they would become a threat.

This is also why I didnt want to play another game, despite that I did feel excited when I played, since felt like it takes too much time without any real progress.

FIx those two problems, and this is a really good game of its kind already.

It looks good, playes good, etc. just those two things currently keep the game from reaching its true potential.

Thanks for commenting this. I have been watching with curiosity for some days now, I think I noticed first AI agent game roughly two weeks ago, and been wondering if I should react to these somehow.

So far I have mainly been curiosuly following how they keep adding and keep talking with each other, but if they start confusing other participants, perhaps I need to start banning and removing them, or something.

Basically I dont necessarily have a problem with AI Agents posting their feedback requests, especially since their games are fairly simple and quick to test, but indeed, I too gave for the first game a bit too long a feedback, since I wasnt sure if it actually was AI or human.

Especially if this discourages from giving feedback to human made entires, then these AI ones have to go. For it is already a problem enough that the voting system doesnt work properly and I cant get itch.io to reply me about the issue, so that is already harming people getting feedback.

Anyway, I will keep an eye on what those AIs do and affect others, and perhaps start manually banning them from future Playtest and Feedback exchanges. I guess I let them be in this one so we can get some idea what people think of them.

One way could also be to clearly mark that they are AI developers, not humans. Which they basically already are actually, but even they say they are AI agent, it takes a while to actually believe it.

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I stopped after passing Run 70. But it did get boring already before that. I was just slightly curious about upgrades, and made my paddle more than whole screen wide, had several one time shields, making it impossible to die anymore. Was also checking if those blocks would eventually disappear, but they stopped shrinking at some point.


Start was fun, but game needs to tighten faster.

I would say around 9 second place I realised how game was actually getting easier instead of harder, since there werent enough time for blocks to drop anymore, as it takes anyway maybe first 3 seconds at least, before they reach you, hence you actually needed to survive only 6 seconds, then 5, 4, 3..2 seconds, and with slowdown they wouldnt even get to hit you at 5 second spot anymore.

Edit: forgot to mention. It bit confused me why there was this wider paddle option? I can see that perhaps idea is in making coins easier to catch, but at same time it, more importantly, makes it harder to avoid hitting blocks. I felt it was bit confusing as an upgrade, being rather the opposite.

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I played it till the end, twice, just to see if it was a bug or not. 64 Jumps in total in this game. I actually failed that last jump the second time, since I tried to aim to the very end, in case the next platform just didnt show yet.

One slight thing. I first played this just by "run to play", but that gave a problem, for you could see only very small distance, meaning I had to very quick to resort to jumping by guess, as next platform was not seeable, as I was near the left edge of platform.

Switching to full screen fixed this problem, unless there was platform after jump number 64 still, which I didnt see, nor could jump that far.

Had I not been testing it, I doubt I had jumped all the way to 64, but prbably quit around jump 30, realising there isnt going to be much anything new here.

I didnt submit a game to this jam, so no need to test my game.

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I took a try of this game. During the first game I wasnt able to move anywhere, although for a small moment I think it moved. I might have just got myself stuck behing that cover wall, since I noticed I got bit stuck there later too.

Second game I got much more into the game already, but even in first game when I was stuck, I instantly liked how the slow shooting felt, and how I first thought it was gangsters vs cops, those cars being police cars, but actually it was just too teams. But point here being, Felt excited at beginning when I thought it was like that, hence, a story game with a level something like this could be a lot of fun.

Basically I spent much more time playing this game than it should really take to play a game this unfinished, by other words, although game is clearly lacking and there isnt much to do etc. the core is prettu fun and kept me playing longer than I would have thought, although still only a short while, but several games, maybe 5 in total.

I also very much liked how some of those defensive walls had those machine guns, unfortunately no sound there yet, plus from the two that I found, only one was actually shootable, since the other kept shooting against the wall. But darn I enjoyed using that machine gun to shoot around.

I also liked the two teams, as in, I wasnt alone there, but there were others, and with this simplistic up view.

And also liked how the cars were destroyable too, that too added to the games funness a lot, even the slow decay of the card towards the destruction was still missing.

I can easily see this could turn into a real fun game. Make some story, or make it some sort of conguer big qorld map and each terrain has a fight, and make different levels have variety and this can be lot of fun. Like some levels you go alone, some with couple, and some with similarly massive amount of peeps on both sides.

It looked good enough etc. that I wouldnt concentrate on polishing things anymore that much at this point, you even had night-day cycle there etc. now you just need to concentrate on building a story, by which I also mean building the levels.

Basically even playability is mostly there already, just avoid getting stuck on those defensive walls etc. and you are mainly in need of building the world around this game.

Actually, one more possibility came to me. There is this now older game called Magic Farm:

You are growing stuff in this, like flowers etc.

But Basically your item growing system could be used perhaps for something bit similar. For the size growth could give some interesting new possibilities for how a game like this would work.

I played this through, although didnt go for the (assumedly) biggest amount of money title.

Game isnt very fun currently, but I do like the basic concept, have been thinking and even trying something similar kind of concept, as in, abstracting money making into more arcadeish style.

Old game called Theme Park had a good example of this in part where you negotiate wages with employees, in which there are two long hands and you keep stretching the hand towards the hand or away from it, trying to get hands to meet as close to your side as possible.

Here is video about it, although from Nintendo DS version: 

Anyway, I basically found the idea that you put items into that box space, and then they keep growing and cant hit each other, basically fun and interesting.

However, in its current form it wasnt very much fun, since practically it only made sense to put exactly two valuables in middle of screen on both left and right side, and let them grow to maximum and collect them before they hit the sides of screen.

But had there been something that would have made me need to think about their arrangements more, I think this had been pretty fun already.

I did enjoy getting those upgrades, I also liked that when you bought something, you didnt instantly start from making profit, but if it cost 200, it might have started from price of 125. That was a small but important thing, and especially if there had been more to this game than just place those two items into those two obviously best places and that being the best strategy, this starting from less profit could have become even very important fan factor, for if chances had been that there had been bit diffiulty in getting it to grow to profit size.

While the game is currently bit boring even, if there be a more advanced game with similar system, I would like to try it, since the initial concept of abstracting money making in this way is basically fun. It just needs some environment around it which challenges the growth to make it fun.

I would think two possible ways.

Either this could basically serve as one of those Incremental/Idle games, as example Adventure Capitalist: 

And this system of yours would bring something new to the genre. Actually, this could be a big idea for that genre basically, since it is enough similar, yet enough different to differentiate from the rest of the competition (supposing one like this doesnt exist already, since even I havent seen, doesnt mean it doesnt exist).

Or then you could try to make this into something bit more different, like basically adding some sort of environment, like maybe there are obstacles that prevent items to grow too much, and then there could be even some enemies coming to attack the money.

Like mouse could be running to either eat the money smaller, or even thiefs coming to steal the money, as in bringing the whole money out, and then it could be that you for example need to click on those enemies to get rid of them, as in, hit them by clicking.

And then there could be different growth zones, as in some items grow better on some zones, which however at same time could be riskier, and then there could be even competion, as in computer who also keeps growing money and it keeps putting money around the places too, preventing your moneys growth often etc.

I think both ways are valid, but I could see that in both cases this core idea could become a pretty fun game.

Yeah, basically if you would make this have some sort of missions, either someway freely choosable or sequential (story?), with some variability to levels, this could already work as about okay mediocre game which you would think "well, it was okay, but not very good", but I agree with the potential, that figuring out how to fix some of the issues in the current design, and this could very quickly become already a good game, and has potential to be even more that just good. But it might not be very easy to achieve it.

I played this game 3 times.

First I won, second I lost, third, I played against 4 opponents and it got stuck due to resources running out, and everyone having guard units, I did have roughly half the map however.

Basically this is a fun game, it is just not there yet, as there are some problems, and I am not sure how to fix them.

As already mentioned, this game can get stuck if players harvest all the resources, mainly the farms. Problem is that guar units are too strong compared to attackers. I had two attackers going against guard unit, and they got only half the HP off from the guard. Now basically that is actually good proportion, as in, Guards should be stronger that attackers, but when resources run low and everyone has guards, then game gets stuck.

This problem could be solved if three would be a way to choose when attackers attack, intead of them independently, and in practice, instantly they get done they start attacking.

Perhpas there should be minimal control of having attackers either stay at their home bases, or attacking. This way you could build an army before launching an attack, and this way also the guardian power problem would be solved, but I wonder if it then changes the game too much.

Two other options you could try are either to make more resources randomly appearing somewhere, theoretically one way would be that each time a resource planet gets dried, you could go and drill there to seek if there happens to be more, and then randomly there could come more.

Another option would be for bases to start producing stuff themselves, for example, make base become level 3, or even 4, and it starts slowly producing food.

Another problem was that it felt too much out of control of where my units were going to. And dont misunderstand me, I dont mean there to be a way to control where they are going, since that would ruin the core concept of the game, but I mean that there wasnt any meaningful way of making strategic decisions about in way of, if I now choose this one to make attackers, they will likely attack either point A or point B.

Or,  to illustrate this bit differently, and this is also possible solution, as in, right now you have completely open space there.

But what if there are routes? Imagine a simple grid kind of pathway:

+++

+++

+++

(imagine those pluses right to each other, this way forming pathways where there are junctions with 4 different ways to go)

Now assume you start from a corner, and each junction has some resource/base.

First junction from corner has farm, easy to predict sending farmers will go there.

Since it is corner junction (say, bottom-left corner) then the junction has only 2 paths, up or right. Up has mine, right has base.

If you decide to build miners from your base, not hard to figure out they are going to go to that mine, and if you make attackers, they will attack that base.

Similarly behind those junctions are more pathways, and more resources and this way you would have some idea where those units of yours are going to go, even you still would have full control. Like if two junctions ahead, there are three farms in three different pathways, you wouldnt know which farm farmers would go, but you woul danyway have some idea that it is one of those three anyway.

This way you would have some bit of strategic planning, as movement would be bit restricted and you would have bit of idea on possibly trying to emphasise on the right bottom side of grids, instead of top-left side of grids.

By having some routes/paths, you could give possibility for all kind of levels.

Also, I would suggest some levels to be either completely seeable from beginning, or then like in this grid case, it could be that you always know that there might be resource on a junction, and no where elsewhere, so you see the map that it is a grid, but you dont see the which exact resources there are on the junctions, if any.


Also, I misunderstood during first game one thing, which I think could be way to make some levels different.

I thought that all my bases are always producing the same thing. I didnt realise they were independent from each other.

But I think that could be interesting option too, that instead of being able to produce farmers on one, attackers on other etc. you could only choose what all the bases are doing at same time.

By the way, those plunderers are otherwise excellent idea, but they become too weak when those guardians are in game. Perhaps there should be something like that plunderers avoid guards or something to make them hard to destroy, potentially idea being that if guard is around, you need more plunderers, so that couple of them are making guard chase them, while rest are plundering.

This way guard would still be useful, but not rendering plunderers useless, since after guards are around, I saw no point in having plunderers anymore.

Also, in rules it says that farmers can attack too, but in practice I had several farmers around planet waiting for a farm to appear, and there came a single attacker and killed them all. Didnt notice them do any damage to it.

This game has potential, but it is not there yet. Not sure how this game needs to change, but I liked the idea, and it was fun for those couple of games, but now it already shows too much of its lackings, and hence it is not that fun to play anymore.

Good start as long as you can make it work.

And I assume this is a playtest version, so not pointing out those things like wanting to be able to click the map and instantly get there etc. Since I assume you are still planning on working on those things more, as long as you plan to work with the game more.

Although I marked my game as using AI generated code, that is technically not true actually, especially since the language I use is rare enough that AI is not making proper code for me to use anyway, but since my language (Hollywood-mal) is LUA-based, AI generates me LUA code instead of the actual Hollywood code.

Therefore I cant just copy-paste them.

But what I do do a lot, is ask for AI to generate me some code, and then using that as a basis, I write my own code.

I also ask AI to give me names of functions and variables a lot.

I find AI very useful for that and it has made my code much much better and more readable.

Also great for figuring out things I havent tried before. Like just recently used it to help me make my first procedural generation for one game.

Asked AI to give me example and numbers etc. and then made my own version of it.

Not exactly same, but Feedack Quest 9 (which is held yearly) is about to start: https://itch.io/jam/feedback-quest-9-indiegames-x-indie-streamers

That is however more similar to Indie Playtest Fest, in that the focus is more on getting streamers to play the games rather than other developers.

I took a quick try. The basic idea is great. Instantly when I saw that this game was not about managing a whole football team, but managing a single player, you yourself, I instantly wanted to give this a try, and did too!

I like the idea very much, and I can see a lot of potential in this, exactly because it is taking a different angle to otherwise familiar gametype.

However, main problem I had playing this was, that I didnt understand much anything.

I can see that my decisions affected my skills etc. but when there were choices to make, I had no clue what difference those decisions would make. Part of the reason could be since I dont know a thing about foorball, so maybe for someone more familiar with the football, it might be clear that picking team A will be like A team, while picking team B is more of a B team etc. and it all makes sense. But for me, I had no clue about any of those teams, and I had no clue what would the possible difference be, hence to me this was pretty much complete random choise game.

Only exceptions were that couple of times there came an option which described "this might end up one way, or the other", those I understood that they were a gamble (lost the gamble both times), which I liked, however, once again I had no clue on how much benefit, if any, I was gambling for versus the possibly safe other choice.

I also liked very much that towards the end of the career, my player started losing his stats. That at beginning I would try to maximize the stats, and then I would concentrate on trying to keep them from getting down as much as possible.

I dont know if it was so or not, but I would have enjoyed if part of the games idea had been to try to quit the career at the point when player is most valuable at. As in, you continue your career with the risk that your value might start going down, but you might be able to do something legendary.


Love the games idea, but right now I have no clue how I should actually be making the choices.

Ah, didnt realise the Arrow key option. That is  a good option when playing with computer. Would solve the problem of not reacting to mouse movement (which I assume probably had to do with my computer somehow, rather than problem with the code)

I thing I have actually never player 2048 before. I have heard about it, but not played, until now.

I got to 512 with the first and only try. 

I can see why people like this game, although didnt see it that interesting to myself.

So, now comes the question of what is your aim for this game?

If it was just to make a simple game to see if you are able to do it. Then yes, you did it, and it is a fine product.

If aim is to make commercial game, then comes the question of, does this offer something worthy, compared to other similar ones? And right now, except for the possibility that you can change the size of the grid (which is an idea I like very much) it doesnt.

But, this is a simple game and there is only so much you can do for something like this.

If planning to just keep it as it is, and wanting to make it better.

First thing that comes to my mind is that somehow that movement didnt work very well. I often times had to try to do the movement several times before pieces actually moved. Not sure if problem was with your interface, or on my machine somehow.

But how I want the movement to work, is to simply click mouse button down on any location on the board, and pull it to the direction I want pieces to move. It shouldnt matter if is is edge piece, or middle piece, or whatever, as long as I push the mouse down, and move my mouse to certain direction, I expect pieces to move.

As long as that works smoothly, if I am looking for a game of 2048 to play, that will already take you a long way.

After that it is to give just all kind of animation. Like make pieces shine when they are waiting for something to happen. give them some animation when they move, other than just actually moving. When they merge, make some animation and fire crackers for that etc.

That is basically the way to make this kind of game better, unless you are going for something more special, like different kind of levels, as in, you could have some sort of story, or challenge mode, where yo are not aiming at 2048 directly, but first level just 16, next level 32, then 64, and add some permanent blocks to the board etc. to make different kind of challenges. That could bring something more to a game like this.


But, once again, what is your aim? If it is simply to have some exercive in making a simple game, then in that you succeeded already, and with the additional grid sizing, you could even say that you overdid it a bit.

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I made recording of my playtesting this: 



Took another try now. Still have to say that this isnt my kind of game, but considering that, to say it slightly erroneously, I was still happily playing it, it has really been done very well.

For basically I feel this game is actually in many ways perhaps in reality even boring. As in, if you strip it out of all the candy it has, it might be bit boring for me myself, since I dont like this type of game much (or at least I assume so). Yet, all that movement, all those little things, water movement seeable, flags waving, clouds moving, the pleasant graphics etc. Make this game very playable. Also all those line drawing and so on, they just feel like you are actually doing something there, and feels really nice doing those things.

That I would almost like to describe that you are essentially making a bad game almost good with all that magic touch of yours. really good job there on making this. I am not sure if the core game is good or not, since it doesnt appeal to me, but I cant really say if that is simply because this kind of game doesnt appeal to me, or is there really something wrong there.

What I do know is, that all that stuff you put on top there of that game, really make this game very very much better. 

As said, I dont know if this games core is bad or not, but I was starting to think that what would make this game good for me. Right now I feel this is too much in middle of idle and actual action game. If this would be much more idle kind game, I could see myself enjoy this a bit, although, I am not really much fan of idle games, but I could see this could hit some spot to some extent that way.

To really make me like this game, would be to make this more tight action game, with not too many moving parts.

Like when the pirate ship comes, what terrifies me most, is the thought if I really have to start moving all those ships out of its way, since that seems like a tedious task. As you can see from the video, I simply didnt do that at all, since I felt so disgusted just from the thought of having to do so.

Another things is, when there starts being so many ships, it starts feeling too micromanagement. Like the idea that sometimes those harbors can fill up with too much cargo waiting to be picked (eventually resulting in game over) is basically a good idea, but if the solution is to move several ships to that place, then that becomes annoying again.

I want it so that I can solve it with moving only one ship. Or clicking a button that prioritizese that harbor some way, as in, clicking that button makes boats go there automaticlly.

I dont want to keep repeatedly moving ships from one route to another, since that is annoying, and annoyance is added by the fact that these boats are moving fast, making it very annoying chasing them with my mouse pointer to drag them.

That Basically I like the ideas you have, but i dont like the current solution of having to mve several ships, because moving several ships is annoying. So either another way to solve the problem, or moving boats needs to become nicer.

Some questions that remained unaswered to me after this playtest:

1. Is there actually a point in making more than one line?

I didnt actually try making more than one lihe, since I couldnt quite see a point in doing so, but there was one open question regarding this.

2. Suppose I have line 1 from town A to B, then I have line 2 from B to C.
If there now comes package from town A that is to be delivered to Town C, will this package be ever delivered then?
My initial thought was that it isnt, and therefore I came to conclusion I need to simply make one line, which goes through every town, and then just keep adding boats there.


3. How do I get more boats? Do they just randomly pop up more, or did something affect them? Like I tried at one point to not put the boat to the sea very fast, in hopes it would be like bunnies, more bunnies you have, faster they increase.

4. When Pirate ships sunk your ship, did you lose the boat, or did it simply appear back to stock? For seemed to me that when that pirate ship was shooting the first time, those boats just appearedback to stock, unless I just happened to build them more at that moment.

This is also part of the reason I didnt start avoiding at later point, since I figured, even if ship is sunk, so what, even better, I got the cargo deliever faster then, since what ever way those cargo disappear, dont seem to matter, as long as they do disappear from the harbor.

5. What did that blue pirate boat lookalike do?

6. Some levels had for example diamonds, and some town demanded them. But didnt really notice any harm from not delivering them.

7. Tutorial mentiones those floating cargo stuff would be bonuses to your boats. Didnt notice anything happening to them when I delivered them.



Additional notice.

When new town pops up to the map, Make there some sort of sound or other highlight. You can see from the video, that my first game ends due to noticing there is new town too late.

My last game ended, because I didnt notice the route wasnt connected to one of the existing towns, until too late.

Game is slightly zoomed in, making you need to scroll a bit sometimes. Even my first thought is that I want to unzoom and see the whole screen at once, I think this little zoom in is a right choice, it makes it more fun having to scroll a bit, and makes it once again having bit more good moving in it. However, that scrolling is too slow. It is annoying to push the middle button, and then having to move the mouse and possibly more than once to see what I want. So make scrolling much faster, and I think it is good to keep it as it is.

And regarding levels. I am not sure was there any goal on them. I expected there to be some goal, like get certain amount of points to pass it, and then you would get to next one, but didnt seem like there were any currently.