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(3 edits)

I could not figure out how to get past the first delivery. I had almost no resources, but couldn't buy any more due to needing wholesalers, and that needed a closed store. I felt soft locked here, so I quit. 

5 minutes later, I finally figured it out, I could do one shipment a day. But this profited -$66. After this, immediate download wall, before even completing 3 shipments. Especially as you are looking for feedback, the demo should end at day 30, not day 2. You should even just give web owners the whole game if you can put it on there. There is just not enough to get me to download, as I just struggled for 5 minutes. Also, this is an overwhelming download wall, as I can't do anything anymore.  (Can't reset, access settings, or even see the main menu)

Calling it a "Free browser demo, no download" is false marketing because of this.

Also, the game defaulted to Spanish at first, I was able to change it to English, as I took Spanish classes, but people may not even understand the tutorial like this. 

 Overall, the onboarding is difficult, and then fees hit hard. As soon as anyone can figure it out, you try to hit them with an immense download wall offsite.

My game is: https://codergenius72.itch.io/dualspace, a sokoban puzzle game.

Please notify me once you have fixed the download wall, so I can continue playing.

You were right on every count, and two of them were bugs rather than choices. Both are fixed and live now, so you can pick it back up.


The wall. You could not reset, reach settings or see the menu because the gate was a fixed full-screen overlay with no close, and it re-armed from localStorage on every load. Once you finished day two the page was bricked for you permanently. That is not a paywall decision, that is me shipping a dead end, and calling it a free browser demo while it did that was fair to criticise. It now has "Play the two days again" (wipes the save and restarts clean) and "Back to the game".


The Spanish. Also a real bug and a good catch. The language picker walked navigator.languages looking for a supported locale but had no case for English at all, so a list like [en-US, es-MX] skipped straight past English and matched Spanish. One missing line. Fixed, and tested against ten locale orders.


The font. You are the fourth person to raise it. The product names on the shelves were rendering at 6px. They are 9px now, department signs 10px, and the share of text below 9px on the first screen went from 48 percent to 20 percent.


On demo length I would rather be straight than promise something. Two days was chosen deliberately to protect the paid version, but you are the third person to say it cuts before the game shows what it is, and your run makes the sharpest case: you were at minus 66 dollars and still fighting the wholesaler gate when it hit, so you never saw a shift go well. That is not the demo being short, that is the first two days being the worst two days. So I am working on the opening rather than only the length. The length is not mine alone to change, but I am passing it on with your reasoning attached.


The soft lock you felt is the same problem. Needing the store closed before you can buy from wholesalers is a real rule, but nothing on screen tells you that is why the buttons are refusing you.


Thanks for the detail, it was the most useful post in this thread. I will get to DualSpace properly.