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Open Beta Feedback – What did you like / what broke?

A topic by Gspr42 created Jan 30, 2026 Views: 212 Replies: 6
Viewing posts 1 to 6
Developer

This is an early beta demo, and I’d really appreciate any feedback.

I’m especially interested in:

  • puzzle clarity (what felt logical / illogical)

  • dialogue tone and humor (Note: The English text is currently AI-assisted and may be refined based on feedback.)

  • navigation and UI clarity

  • bugs or soft-locks

Feel free to be honest — this is exactly the phase where feedback helps the most.

Thanks for playing!

Hi Gspr42,

nice game you have here :) Anyway:

Puzzle clarity:

I bought some alcohol and traded it with Barfly for some items. Then I upgraded my phone, but that’s as far as I was able to get.

I assume my goal is to reach the manor. I identified three possible clues:

  • The delivery boy who goes there wants some Unica. 
    • It’s on the price list, but I can’t ask the barmaid about it.
  • The vet will go there in case of an emergency.
    • I thought I might be able to provoke the dog e.g. using the cat sticker, but nothing works.
    • I also considered hurting the boy’s animal to trigger an emergency, but I have no idea how to do that.
  • I was told to borrow the bicycle from the vendor outside, but I couldn’t find any option to do so.

As a 90s point-and-click adventure player, I tried everything on everything, but it led nowhere. At this point, I’m stuck and frustrated 🙂

Dialogue tone and humor:

I generally prefer shorter, more focused sentences. The current dialogues feel a bit long.

For example, in the intro: “What in the cloven-hoofed hell is that in the sky?” could simply be “What the…?” — same meaning, much shorter, and it fits the lazy farmer character better.

No character is unique. All use the same style.

I haven’t noticed much humor so far.

Navigation and UI clarity:

I’m quite familiar with the old-fashioned SCUMM-style interface, although I personally prefer modern one-click-for-everything controls 🙂

Also in games where many objects are just part of the environment, I usually appreciate an option to highlight all hotspots.

Then I encountered a few UI issues:

  • Sometimes the command doesn’t return to the default Walk to, so I accidentally use the same action multiple times.
  • About 3/4 of invalid actions give a generic “no” response, but roughly 1/4 do nothing at all. It gives me an impression like you do not have all the interactions under control and like the game is broken.
  • Texts on the Credits screen are incomplete

Overall feeling:

I downloaded the game because it felt like you were trying to do something serious — and I still have that impression after playing. That’s also why I decided to respond in detail.

Personally, I feel a bit overwhelmed by sensory input. When I entered the pub and saw four interactable characters, I immediately felt this might become difficult: too many options, too many possible combinations, and too much dialogue, while still having no clear idea what to do next.

But keep up the good work, I’m curious to see where this could go

Developer

Thanks a lot for the detailed feedback — this was extremely helpful.

You’re absolutely right about the puzzle clarity. Several clues currently suggest solutions without properly supporting or closing them off, which can easily lead to frustration. I'm fixing this so every hinted path either works or clearly tells the player “not yet”.

The dialogue length and lack of distinct character voices is also a fair point. I'm tightening lines and giving each character a clearer tone.

The UI issues you mentioned (command reset, inconsistent feedback, incomplete credits) are real bugs and high priority for us.

Your note about feeling overwhelmed — especially in the pub scene — was particularly useful. I'm adjusting early pacing to make the game easier to read.

Thanks again for taking the time to write this. I'm glad you felt the project was worth engaging with, and I'm curious to hear your thoughts on the next build.

Hello! This seems like a promising game! Unfortunately it locked for me after I gave the mushroom guy his wallet back.

Also, a QOL thing: please consider making "Look at" the default action more often. Right clicking on stuff to examine has become somewhat of a standard interface and it's a little bit grating to have to click the verb every time.

(5 edits)

As mentioned in the posts above here, there are small hickups etc. I would also like to see better contrast in color (i-e- white) when hovering an action, and I wish one could scroll through these with the mouse wheel as well. I am having trouble giving away the vodka bottle btw.

Also, you can exit the bar by "walking to" the door, but you have to "open" to get in from the outside. All open doors should handle "walk to", no matter if they show or are just at the end of the screen.

Edit: The problem I had gicing away the vidja (or anything) was fixed after a restart of the game. I can try to reproduce it.

Edit2: "Give" stops working after one times use for me. I managed to "give little vodka", but when I tried "give" with any of the other items and bottles after that, it never showed "give **** TO", jst "give ****" and no reaction when trying to click people. This goes for "use" too. Works one time per game restart, it seems.

Developer

Thanks for the valuable feedback! I grouped everything by topic and already fixed some of the issues. I’ve posted an update in the devlog with the full list and current statuses. Thanks again!
A new version has been uploaded. 

(1 edit)

I tried to get it working! Gave up, about 3 hours. I've never used Godor, just confused. I loved Maniac Mansion and D.O.T.T. also I DL'ed Itch.io