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I will test your game, for free(PAUSED)

A topic by RemiQA created May 18, 2026 Views: 1,845 Replies: 58
Viewing posts 1 to 20
(5 edits) (+2)

[IMPORTANT UPDATE]: I am pausing game testing for now. Feel free to drop a comment, but do not expect me to test your game immediately. I am taking a few weeks break due to the launch of a massive Path of Exile 2 update. After that, I will once again continue to test games.

Hi devs 🙂

Exactly as the title says. I am looking to test your games.

Feel free to send me a DM on Discord: remi_qa, or simply drop a comment below! I'm always happy to hear about new projects.

REQUIREMENTS:

For security reasons I will only be testing browser-based games(on itch.io) or doing demo/playtest through Steam. 

FAQ

Q: Why are you doing this for free?

A: I'm a Software Engineer, building hands-on QA experience and a bug report portfolio to pursue a career in game testing. Your game gets a professional tester, I get real documented work. Fair trade.

Q: What do you actually deliver?

A: A structured bug report - steps to reproduce, severity ratings, screenshots or clips, and a test case checklist. Not casual feedback, actual useful documentation.

Q: What about my bugs ending up in your portfolio?

A: By sharing your game with me in any form - a link, a download, a GitHub repo, or anything else - you're agreeing that the bug reports I write may appear in my QA portfolio. This portfolio is view-only and is solely used for job interviews. I document the bugs I find, not your code or any private project details.

Any further questions, just DM me on Discord: remi_qa or leave a comment below, I'll get back to you as soon as I can.

(+1)

Hi Remi,

First of all, huge congrats on graduating! That’s awesome, and building a QA portfolio this way is a super smart move

I would highly appreciate a structured bug report, especially since I've been refining the transition loop between the action gameplay and the tavern hub.

Here’s the link to play:

👉 https://janderjan.itch.io/tavern-tombs

If you still have a spot left, I'd be absolutely thrilled to have you test it.

Thanks so much for doing this, and best of luck with your QA portfolio!

Hi Jan,

Please make sure that you have either a working browser version on Itch.io or a demo/playtest on Steam. I will happily test the game once you do.

Thanks,

Remi

(+1)

Hello Remi,

Congratulations on graduating! I think creating a Q and A portfolio is a great idea.

I would really like a structured bug report for my game, Dualspace.

Dualspace is a top-down puzzle game where one move controls two realities. A massive update has launched with new discoveries, and secrets.

https://codergenius72.itch.io/dualspace

If you still have a spot left, I'd be glad to have you test it.

Thanks for this opportunity!

Hi, 

I got you some feedback. Could you write me a DM on discord? username: remi_qa

Thanks,

Remi

Hello,

I've tried your game. Here's your report:
https://docs.google.com/spreadsheets/d/1keBiwuxAYaKNmO-VoJExATcXu9wVOGiy7FPlUbC2...

I didn't find any technical bugs, but I've documented three UX observations in the report that I'd consider higher priority, particularly around onboarding and visual identity.

Hope it helps. If you have any questions feel free to contact me.

Regards,

Remi

Thank you for the detailed feedback!

Can you please give me a rate!

https://codergenius72.itch.io/dualspace/rate

I understand that there were a few UX and design problems, but why the 1 star?

Hello,

The reason is very simple. The game is not great, however, the worse thing than that is your attitude. You are spamming your game everywhere and are trying to sell your asset packs. I personally, and many other people included, do not tolerate such behaviour.

Your work should speak for yourself, but right now you are trying to sell low quality products. Change your attitude and mindset. Improve your game. If people like what you do, they will buy it themselves. There is no need to shove it down everyone's throat.

I hope this information helps you.

Best of luck in your journey,

Remi

(1 edit) (+1)

Hi Remi,


Congratulations on graduating in computer science. You got a great idea to build a QA portfolio on games hosted at itch.io.

Would you like to test my game Return From the Tavern ? In the game you lead soldiers back to their camp after a prolong enjoyment at a nearby tavern. It mixes strategy and puzzle elements, has light humor and some popular references.

I hope you enjoy it while testing and I wish you all the best in you QA career.

Best regards,

Irog

Hello hello,

Do you have a browser-based version on Itch.io or a demo/playtest on Steam? Due to security reasons, these are the only viable options for me to test games.

For more information you can send me a DM on discord: remi_qa

Thanks,

Remi 

Hi Remi,

Unfortunately, I need to research how to build a browser-based version of my SDL games. I don't use Steam.

For security reasons you could cross-run the game: run the Linux executable in WSL or run the Windows executable in Wine. Is it something you have experience with?

Best regards,

Irog

(1 edit) (+1)

Hii,

I've tried your game. Here's your report: https://docs.google.com/spreadsheets/d/1Z2T5dQy3UyRo6cYciFBo_qH_q-2XOrUUfRR5bvGT...

I went in blind, without reading anything, but at the start of the game I had to go find controls, because I had no idea how to play or do anything. Interesting idea for a puzzle game, and love the visual style. I hope this helps. 

(MOVE OUT) love it haha

Regards,

Remi

Hi Remi,

Thanks a lot for your detailed test report. You've made a lot of valid points. I will take the time to properly address them.

Before the start of the first map, the dialogue explains the controls to the player: mouse over a soldier (no need to click) and press the arrow key of the direction to go. There is no selected state nor cooldown. Clicking a soldier will be used later to swing an ax. I admit that this type control is unusual compared to main stream RTS.

Because there is a Windows and a Linux build I wasn't sure which one you ran. Your observation on the terminal mentions Windows. I think your test report header should indicate the build used Windows / Linux, and the OS + version / distro it was run on.

Your rigorous testing really helps :-)

Best regards,

Irog

(+2)

Hey,

I gave it another try. Yes, you are right, the controls were explained at the beginning, however, I am very positive that many people do not read the full instructions and only catch a glimpse, just like I did. I never read full text, I just quickly skim what looks interesting and go. Once I knew how to control the soldiers, it was a lot easier and there were no input delays.

I still believe that selecting a unit and then controlling it with arrow keys might be a better user experience. You mentioned that clicking a soldier will make it swing an axe, but what about adding another key to do that instead? For example, Z. There is also an accessibility consideration here: not everyone may be able to constantly move the mouse to keep hovering over a soldier while simultaneously pressing arrow keys, whether due to motor difficulties or simply the physical awkwardness of the two-hand split. A click-to-select model would make the game more accessible to a wider range of players.

Another thing I noticed: after bringing 8 soldiers into the tent the level completes, but I still had 2 soldiers left and 60 seconds on the timer, and the game did not end. I had to wait it out because I had no more left/right moves available. I think the game should end when you complete the objective, unless you want to give some kind of bonus for the extra soldiers? But if the player doesn't want to go for that, there should be a way to skip it.

Sorry about the OS. I should have mentioned it. I ran it on Windows 11 build 25H2 26200.8457. Hope this helps. 🙂

Regards,

Remi

(+1)

Hi Remi,

Yes, you're right, people tend to skip over text. I should teach controls using more visuals. 

"I think the game should end when you complete the objective, unless you want to give some kind of bonus for the extra soldiers? But if the player doesn't want to go for that, there should be a way to skip it."

Actually, there is: Backspace empties the timer. You can use it to quickly retry a map if your soldiers are in a bad situation or you can use it to win early. A player who wants the extra challenge is not deprived of the opportunity to bring extra soldiers to camp but right now there is no bonus for accomplishing it. Displaying a reminder about the Backspace key when the minimum victory condition is met would definitely help.

I didn't realize the accessibility issues of the current type of controls. When designing the controls, I was afraid that select/deselect would create unnecessary burden on the player to issue orders in rapid successions and to several soldiers. Selecting multiple soldiers to give them an order is often not desirable because they occupy different locations. In RTS, the pathfinding algorithm leads the individual soldiers. Here the player needs fine control over the soldiers. But I will re-evaluate the benefits of a unit selection system as well as using extra keys like you suggest.

OS and build info is always useful for test coverage. My game builds also need a visible build info.

Thanks again for all your help.

Regards,

Irog

(+1)

Hey Remi!

I saw your post about QA testing and I’d love to have you test my game. It’s a incremental game currently in development, and I’m mainly looking for feedback/bug testing on:

  • gameplay mechanics
  • UI/UX
  • progression balance
  • crashes or softlocks

Platform: [itch.io / Steam demo] Build link: https://sad-tku-sj-tjnk.itch.io/deep-sea-fish-hidden-world | https://store.steampowered.com/app/4710400/Deep_Sea_Fish_Hidden_World/
If you're interested, I can also send extra context about the current state of the project and what areas I’d especially like tested.
Thanks!

(+1)

Hey,

I've tried your game. Here's what I found: https://docs.google.com/spreadsheets/d/1HACCUDQeGZrlIXVBrL6eFNnG3Xqd-fNKmN1YTTNt...

The game was short, I completed it in about 30 - 40 mins, it was quite enjoyable, but I don't think I would it play for more than a few hours.

I hope this information helps you.

Best of luck,

Remi

(+1)

thank for feedback <3

(1 edit) (+1)

Hey! I’d love to get NeoDefense tested if you’re interested.

It’s a browser-based tower defense / survival project on itch.io: https://kazerdous.itch.io/neodefense

I’m especially interested in feedback on gameplay feel, bugs, UI clarity, progression balance, and general player experience.

Thanks for offering to help indie devs out 🙂

Hi,

I've tried your game.

The game gets repetitive pretty fast. Since there are only 3 tiles to place turrets on, there is barely any strategy involved. Most of the gameplay is just waiting for gold, buying turrets, combining them, and repeating the same thing over and over. I played around 5 runs and still could not beat the first boss, even after putting 2 points into every turret type.

If progress carries over between runs, I think upgrades should only be available after finishing a run in a separate menu.

The UI was also a bit confusing. The Play / How to Play / Deploy buttons were not very clear. A play button should just immediately start the game. After clicking it, I had to look around to figure out how to actually begin playing.

I know gameplay is the priority, but UI and UX still matter. Also, reset progress should definitely not be next to the play button.

Another thing that confused me was pressing Main Menu during gameplay. It takes you back to the same starting screen, so it does not really feel like a pause menu. It would be better to have a separate pause screen that clearly shows the game is paused.

Combining turrets is also a little messy right now. If you try to combine them and then cancel, the turrets often swap places, which gets annoying pretty quickly.

Other than that, not much else to say since it is a pretty small game. The shooting visual effects are ok though.

Hope this helps.

Regards,

Remi

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well thank u for the reply ur right i did not mean to make it 3$ im sorry i will decrease it to whatever price u want tho if u want it for 25c minium i willl do it

also did u try putting in the code svault10  to get half off u will get half off the super bundle and the og gold coin

im sorry i seen ur asset pack and i love it but im only making assets because im in a tight situation if i could buy ur pack i would 100%

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thanks for the advice dont forget tho to tell a lot of people and tell them the promo code svault10

how do i get the demo im intrested i left a 5 star review on ur pack btw if u check ur reviews

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Hello Remi! I recently created a game for the GDevelop game jam and would love your feedback. Some have expressed that the game is hard but I’m not sure if it’s too hard or just challenging. I enjoy hard games that are fair. I think part of the issue could be that using a keyboard makes it harder.


https://superguajiro.itch.io/jetpack-commando

(1 edit) (+1)

Hello!

I gave your game a try. 

Not gonna lie, it was quite difficult. Took me 5 tries to get through the spikes, that run managed to get a little bit further, got the fire weapon upgrade, then got the normal weapon back, but then losing and starting from beginning again really put me off from playing again. Do you have any checkpoints?

Overall, nice simple game. I was using a keyboard, but I don't think it was the problem why I lost. You can surely make it work with a keyboard.

Ok visuals, fitting music. Not much else to say. Did not encounter any bugs.

Regards,

Remi

Thanks Remi! I appreciate the feedback. I do agree that checkpoints are needed. We felt making the game difficult, but not impossible, would help increase the replay value but I think it did the opposite.  How did you feel about the gap between the spikes? Should it be a bit wider as well or do you feel that just adding the checkpoints would be enough? In regard to the visuals, did you feel it lacked in any areas?

Thanks again for trying out our game!

(+1)

I think you should gradually increase the difficulty. The first spikes might be slightly too difficult for many people.

Also, the regular enemies(first one you encounter) might be too strong as well. It takes 3 hits to kill iirc? I just started ignoring them after a few tries. Maybe have different variantions of them, with different colouring? The first 1-2 you encounter should be rather easy to get rid of. Then you can make them stronger, requiring more hits to kill. The problem is that I don't know how long the game is, so I could be wrong about this.

About the visuals, I wouldn't say they are good or bad. Just simple visuals that work for a game jam. I can see the boss fight from the gif, that looks ok.

Would I buy such a game? Most likely not. Not my cup of tea. There isn't anything special about it, but that's the thing about platformers such as this, it's very hard to make something unique. It's the genre itself.

I hope this harsh feedback helps.

Best of luck,

Remi

(+1)

Honest feedback is the best feedback. So, I really appreciate it. We’ll take everything you mentioned into consideration and will continue to improve the game. Thanks again!

(+1)

Hey Remi, thank you for doing this! Feedback really is the most valuable thing a developer can get! :)

I'm currently actively developing Llama Legends which is a 100% free browser-based cardgame/gacha/RPG. I've also launched it on CrazyGames a while ago, where it has currently 1,062 votes with a 9.0/10.0 rating. But I still think there is a lot of room for improvements :)

Hey, 

I've tried your Llama Legends game. Well done.

Here's your QA report in a Google Sheet, you can find it here: https://docs.google.com/spreadsheets/d/18I9cPYGeRW33GBd-vkZXnGhcQcKT2PUMvZtvcuA8...

A quick note on OBS-004 (autoclicker vulnerability), I recorded a short demo showing the click loop being exploited with no resistance. Took me 40 seconds to set it up. You can view it here: https://drive.google.com/open?id=1Ln67qOjyGrCyX7DL2gDRxIJNugfm6-_m

I also want to flag a few additional issues I noticed around the login and cloud sync flow:

On first visit, the game prompts you to enter a name even if you are a returning player, which is confusing.

Pressing "Sign in with Google" registers a new user rather than logging in, the intent of the button is not what it does.

The login form language is unclear: "Connect now" means sign in, but that is not obvious.

Cloud sync does not appear to work, signing into the game from a different browser creates a new character and the previous progress is lost entirely.

Looking forward to playtesting again later! If this was on mobile I would probably play it as a side game. The game has got some potential to make some money as well, but you have to move from browser to mobile.

I hope this information helps you. 🙂

Best of luck,

Remi

(+1)

Hey,

thank you very much for your testing, I really appreciate it! :)

About the autoclicker vulnerability: I'm aware of this, and at first I didn't care too much about it, since the Llama Coins were only for opening cards, but now with the shop, I might add a restriction to it, like I did when fighting raid bosses.

About the cloud syncing: To save costs, cloud syncing is currently in "manuall-only" mode. So you'd have to sync & check everytime you want to save to cloud / load from cloud. I want to keep the game 100% free-to-play, so I have to do some compromises on a few things.

But I will try to improve it! :)

Again, thanks for your feedback and have a great day!


Cheers,

TheLuigiplayer

(+1)

Hi Remi!

I just published a word-based puzzle game, and I was hoping I could get some feedback on the tutorial, game loop, game time, and overall UI/UX! The game is currently at https://rudwh2009.itch.io/zoegram i had no source of feedback, so I mostly played the game over and over again alone.


Thank you!!

Hi, 

I played your game. Used Windows 11 Google Chrome browser.

First impressions. Visuals are ok. One small thing on the main menu: the hover effects on the play buttons are a bit too subtle. A slightly more pronounced press-down effect would make them feel more satisfying to click. But that's only a problem if you're using a pc.

In-game UX. A few things tripped me up. When dragging letters, they appear way above the cursor. I'd prefer them right next to it, it feels much more natural.

The drawn tiles container was confusing. Letters were disappearing out of view and there was no indication that I needed to scroll. I'd suggest either adding a visible scrollbar, or expanding the container vertically so tiles stay in view. I noticed you also cap the number of tiles a player can hold and force to clear the board if they go over the limit. But there should be an indicator of that as well, you should have a number of tiles available/maximum. 

I eventually figured out you can swap already-placed letters, but the offset between the cursor and the letters made it really hard to do reliably, especially under time pressure. Fixing the cursor alignment would help a lot here.

Audio. Suggestion for later down the road: consider enabling music by default at around 50% volume with a slider to adjust. Also worth noting, when the browser loses focus, the music stops but the game keeps going, and when you tab back in, the music restarts from the beginning. Might be worth addressing at some point.

Other thoughts. I'd consider removing the "replay tutorial" option from the settings menu, it felt a bit out of place there. Game is quite easy to understand, I doubt anyone would want to retry the tutorial again. Speaking about tutorial, you could show in the tutorial that you can swap already placed letters.

The cozy background sets the mood well. 🙂

For context, I played around 10 rounds and only managed to get 245 points, 5 words, 15 characters, it's quite a challenge.

I hope this helps.

Regards,

Remi

(+1)

Hi Remi! Thanks for doing this!

I'm building a rougelite somewhat based on the board game Carcasonne, with some influences from Slay the Spire and Balatro thrown on top.

You can play on PC or mobile. Love to hear feedback regarding the new player experience, visuals and general strategizing during runs. 

Here's the link. Thank you!

(1 edit) (+1)

Hello!

I've tried your game, unfortunately, there isn't a lot I can say about it. But I did find a few bugs:

  • Hover tooltip on a tile still shows the old version after buying the 2g upgrade, screenshot:


Explanation: you can see the upgraded tile has a score of 4, while the hover tile is still showing old score of 3.

  • When you add a new tile to the deck, it doesn't show up in the draw tile, screenshot:

Explanation: I had 3 tiles in the draw pile, I scored with a tile that gave me an additional tile, this tile was added to the draw pile, it says 4 tiles remaining, but only 3 tiles are visible.

Did 5 runs, only cleared level 1 once. The game is quite difficult for a person who doesn't play such games. I did try to take it slow, but even that didn't help much haha.

Simple visuals that I think do work for such a game. Good fitting font. In game, the tile visuals are very very basic, not sure how, but they could use a visual update. Good relaxing music. Not much else to say.

I hope this information helps you.

Good luck,

Remi

(+1)

Super helpful, thank you so much!! Feel free to reach out if you ever need testing or anything for your projects :) 

(+1)

Hey, your game looks interesting! I'm downloading it now to play and rate. Could you please check out my 3D horror game 'THE MAZES' in return? Here is my link:

  • THE MAZES
  • (+1)

    Hi there,

    I don't have a game listed, but thank you for your interest.

    I will not be paying to test your game, sorry,  you will have to look elsewhere. 😊

    Best regards,

    Remi

    IT'S OK I CAN UNDERSTAND ✔️

    THANX FOR YOUR WISHES

    FYI: The game is free now

    Yes you can test it for free now.. please don`t forget to rate

    (1 edit) (+1)

    Hello Remi, great to hear more and more people are entering QA. if you are still working on your portfolio, Feel free to DM me I’ll share you an access key for my game. It should also get you a Steam key (that’s the very thing I need to test as well). My game isn’t yet indexed on Itch.io, so your playing the game, rating and feedback itself might help my game get priority in the queue (which I hope is how it works). Your support means a lot, thanks in advance.

    (+1)

    Hello!

    Good job on the game. I tried it and here's what I found:

    https://docs.google.com/spreadsheets/d/1U72EleGhu6UAbzEP4adLUhHL-XZxMxSYneUFEs_I...

    I have also sent you a DM on Discord regarding more sensitive feedback.

    Hopefully this information helps you.

    Best of luck,

    Remi

    (+1)

    We really had a good chat, for those who wonder, Remi gave me a reality check, I mean not just bugs reports, but also game design flaws and missing game loops, those are not considered bugs but developer errors, also page setup issues even for steam page, and other personal helpful tips

    great respect man! I wish you can include some of those in your portfolio I don’t mind. And again Thanks a lot!!

    (+1)

    Hello Remi!
    With my borther we are currently working on our next game, runz.

    It's a mix between a twin stick shooter like brotato and a team builder like Teamfight Tactics: you buy bullets to load into your magazine, and during rounds you will fire them in a sequence and try to survive! 

    The goal is to create fun builds using the different bullets synergies as well as mods that will give passive buffs or even change how the magazine fire the bullets. 

    We are actively looking for playtesters so if u wann try it it would help us a lot !
    https://srdnvntrz.itch.io/runz
    Thank you for what you're doing.

    (1 edit) (+1)

    Hello!

    I have tried your game. It was a bit difficult, but quite fun, well done!

    I found some bugs, here's a full report of a few hours of gameplay I did: https://docs.google.com/spreadsheets/d/1ZGuxseUzf-MtSb5YcaQi8J39lDPh3_shb_SezeZK...

    I also recorded my best run(no commentary), this might help you notice some things from a different perspective, here is the 27 min gameplay video: https://drive.google.com/file/d/1jw5WBXXERKTlY6jDaMVQ-wBr2zwUc5kl/view?usp=shari...

    At the end of the video, when I lose, you can see that it skips the defeat screen, because I remapped fire key from left mouse click to spacebar, as it felt more natural to me. The spacebar clicks the "try again" button and immediately exits the defeat screen.

    I hope this information helps you. Looking forward to playing this again later.

    Best of luck!

    Remi

    Please note that due to limited storage I will delete the gameplay video after a month. 

    So please make sure that you save a copy of it, if you want to.

    Thanks for your understanding,

    Remi

    (+1)

    Thank you so much for all of this, this is godsent. This is very detailed and will help us a lot. Have a great day!

    Hello Remi,

    I am Polysmith, a solo Unity Dev working on Kingdom  Defense - a Realtime Strategy/Tower Defense game - and I recently released a demo on itch

    I d love for you to play it and give some feedback.

    The platform is Mobile and the demo includes 3 different levels and a survival mode while checking it out in its entirety would take less than 30 minutes.

    https://polysmith.itch.io/kingdom-defense-mobile

    if you check it out let me know how many waves you survived in survival mode!

    Thanks in advance!

    Hi!

    I am very sorry, but I will not be testing your game. Your account is not trustworthy enough for me to download random files from.

    I only test games that are available in a browser or on Steam. I hope you understand my concerns.

    Best of luck,

    Remi

    CAN YOU PLEASE TEST MY GAME FOR ONCE I JUST WANT A HONEST REVIEW FOR MY GAME WHETHER ITS GOOD OR NOT.. IF YOU WANT TO PLAY IT FOR FREE I CAN EVEN PUT IT FREE FOR YOU.. JUST PLEASE REVIEW IT... WHAT I WANT REALLY FROM YOU IS A HONEST REVIEW.. HERE IS THE LINK -  /t/6406085/-just-launched-the-mazes-part-1-can-you-escape-the-golden-egg-room- ~ S.M.STUDIO

    Hello,

    This is not how you ask someone to try out your game. Please take a close look at your attitude and mindset. 

    Begging attitude is not something I tolerate. Do not spam the community forums, especially in all caps.

    You also were asking people to try out your game, when you clearly had set the demo to a paid model. This is not appropriate. 

    I hope you find someone who will try out your game, because I will not be doing so.

    Best of luck,

    Remi

    Hello ,

    Remi i think you don't visit our page ..

    It is fully free u can check I just want someone to play it and give me honest review

    (1 edit) (+1)

    Hey RemiQA! I have a browser-based 3D chess variant called Aurora Chess that might be interesting to test it runs fully in the browser on itch.io so it fits your requirements. Would you be up for it? Link: https://hasa92.itch.io/aurora-chess

    Hey,

    Overall, the game looks really nice visually, the aesthetic is great. Here's my feedback:

    UX & Flow. The tutorial prompt (asking whether to play the tutorial or skip to the game) currently appears a second after the game loads, which causes a jarring visual effect. It should appear immediately when the player clicks Play instead.

    The configuration/setup screen is too long. Players have a very short attention span at this stage, they just want to start playing. Consider trimming it down or simplifying the flow.

    UI & Readability. The default UI size feels too small. On a 27" 1440p monitor, I had to increase the font size to 130% to be comfortable.

    The toggle buttons in the configuration/options menu during setup are not clearly visible, only the coloured circle is visible, with no visible background behind it.

    In several places, text is very hard to read. Specific examples:

    Play vs Computer AI: Configure screen (step 3 of 3). The text below the time control is barely visible. Inside Pass & Play label is similarly hard to read. Opponent colours are difficult to distinguish at times, it's not always clear which piece is white and which is black. I'd suggest making these more visually distinct. Or changing the enemy colour altogether.

    Controls & Camera. I'd suggest reassigning the mouse wheel to zoom in/out rather than switching between board layers. The number keys (1, 2, 3, 4) are sufficient for swapping layers and feel more intuitive for that purpose.

    The key combination Shift + "-" to zoom out is inconvenient, particularly when on a higher layer (e.g., layer 4) where you need to zoom out immediately to see the board properly.

    The available zoom range feels excessive in both directions, as there's no practical reason to zoom in or out that far. I'd recommend tightening the zoom limits.

    This is clearly a niche game, and I'll be honest that it's not really my type, so I may not be the best person to give deep gameplay feedback. That said, I hope these observations are useful. 🙂

    The visual foundation is strong, and with some polish on the UX and readability side, I think it could feel much more welcoming to new players.

    Best regards,

    Remi

    (+1)

    Thank you for the feedback and yes this was helpful!

    Hannes