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[happy to swap feedback] A space ship action game with puzzle elements needs feedback

A topic by Laurie Hardman created 77 days ago Views: 733 Replies: 23
Viewing posts 1 to 15
(3 edits)

Please note the latest version of the playtest can now be found on steam  Out A Space


Game Page Here
Hi, my playtest has got to the point with a full game loop with boss and a good amount of weapons and ships added to the game and I am looking to start to get as much feedback as I can. Out A Space is a 2d space ship roguelike with grid based limit on how many ships can be deployed as part of you fleet in each battle, currently play test runs only take 20-30 minutes but it is a downloadable (sorry). full support for mouse and keyboard and controller included.

if you are working on a game and also want some feedback just ping me and I am happy to take a look at yours !  


(+1)

Hello!

I tested the game for around 25–30 minutes, and these are my first impressions.

- I liked the fleet building and being able to adjust different parts of the ships.

- In the fleet layout screen, I wanted to rearrange the unlocked empty slots. I accidentally bought some useless squares because I did not realize one click would buy them.

- I also have a few ideas about the in-game visuals. The shields look a bit too thick to me. Maybe they could be thinner, with a little more detail. The missiles also feel too big and too slow. I think they could be slightly smaller and faster.

- When controlling my fleet, it would be nice to have clearer visual feedback for where I am accelerating or drifting.

- The hit feedback and sounds felt good overall.

- On the level map, there are some unreachable or unfinished areas, but I guess this is because it is still a playtest. I also could not clearly see the details of the selected level. Maybe I missed it, but I think the game should answer “what happens in this level?” in a simple and visible way.

Overall, I think this is a good project.

I also developed a mobile Android space game. I was planning to improve it long term, but as a solo dev, I think the current state is enough for now. I still have not received enough feedback for it. If you can check the questions on my feedback page, I would really appreciate it.

Good luck with your project!

(+1)

Hay Thanks, for the feedback, you are supposed to progress left to right across the node map, if that was unclear I will try nd make it a bit more obvious.

I agree on the cell unlocking I am planning a rework of that before launch to make it a bit more engaging 

I will have a look at the  visuals

I will try and gab a go on your game in the next couple days and send you my thoughts! 

Hey I will test your game, feel free to check out mine. will post a reply with my test thoughts

I like the store page before I even try it!

thoughts:

-upon just loading in and going right to start a new game, I am little confused about fleet selection and what these choices do(a lot of thinking and reading already for a numb brain like me)

-I did notice now there is a brief description for the fleet below the larger text paragraph this makes more sense.

-deployed a civilin fleet and I was slightly confused at the map.

-there is a delay on the mouse hover(at least for me on tv) so at first I thought there was nothing when you hover your mouse...

-loading into the map sections without doing the tutorial made me give up. 

I think for a new player you might need to use some texts and arrows to explain the basics of starting a new run to reduce the thinking for a new player. I would be happy to comeback and try again soon maybe when I can read the tutorial and learn. thanks :)

Played through the easy, medium, and hard tutorials, and then a couple levels with the civilian fleet, on version 3.5.  I liked being able to configure the ships with different options, and choosing ships with different predispositions to start with (power vs speed, etc).  I also thought the styling and art were good.

I was playing on a laptop (and thus a smallish display with a little less brightness than typical desktop displays) in a brightly-lit area, would have appreciated a little more contrast.  I think the main menus were fine, but once I started the tutorial, things were harder to read.  My display was already set as bright as it would go; I didn't see options in-game for contrast adjustments in the settings menu, but something like that might have helped.

The easy tutorial let me choose different weapon types, but it wasn't clear to me what the tradeoffs of the different weapons were.  I went with the laser for this one, and it didn't feel especially effective; fortunately, the missiles helped with that.  The ship speed felt a bit slow, but I figured that might be a purposeful function of the large ship size as compared to my opponents.  It took me some time to get used to the "tank controls" (movement keys working with respect to the ship orientation rather than camera orientation); I know some players prefer the tank controls, but maybe there could be an option to choose between the two?

On the medium tutorial, I skipped placing the smaller ships.  I was unable to drag them out when the tutorial popup text explained about their positioning, and then the tutorial went right into outfitting the flagship after that.  Then it seemed like it was time to launch the flagship, so I did, with no smaller ships.  I still won, but it seemed like I missed part of what I was supposed to have done.  It felt like the projectile weapon had a more noticeable impact on enemy health than the laser did.

On the hard tutorial, for the first time, I tried ramming the enemy ships, to see if my superior size and and shielding would be another way to deal damage.  This time around I'd placed the allied ships, though, so even when I stopped shooting to try to see if ramming was doing anything, the allied ships were still firing, so I couldn't tell if I was actually doing any damage this way.

I had a hard time keeping an eye on the indicator bars (shields, energy, hull) while playing.  I was mostly focused on the ship and projectile movements, and without focusing on the bars instead, it was a little hard to see the levels.  I didn't really want to take my focus off the combat, though, so mostly I wound up ignoring those indicators.

I couldn't tell if there was a way to repair the hulls of existing ships at the shipyard, or whether permanent hull damage was intentionally part of the difficulty.  I've played games that handle it different ways, but the tutorial hadn't dealt with existing hull damage, so I was a bit surprised.

The civilian map I got at first had a shipyard after the first level, and I was a little surprised that I couldn't go back to the shipyard after the second level.  I'm in space, and I'd cleared out the enemies, so it didn't seem like there would be anything to stop me from going back.  I was even more surprised to find that when I left the civilian region and re-entered, the map changed, which meant I was able to just repeatedly leave and re-enter until I got a map with an available shipyard.  Maybe that's an intentional way to let players reset their level progress if they're low on resources?

Thanks for playing ! 

I think some of this should already be fixed in the next update (all text is bigger, Ramming is in the game but needs a raming engine ect.)
one I am interested in getting some more info on is you having a hard time with the shield and health indicators in game, I just want to check was that the on ship indicators (the red squares for hull and aura for shield) or was it the bars in the hud display ? just so I can better understand what needs improvment

(+1)

The indicators on the ships were visible enough, it was the bars in the HUD that I had a hard time watching.

Hi! I tested version 3.5 on Windows.

The home/menu screen felt noticeably laggy for me. My main difficulty was understanding the beginning of the game. I gradually understood a few parts, but the fleet choices, map and immediate objective were not explained clearly enough for me to feel confident about what to do next. Unfortunately, I became confused and did not feel motivated to play again.

I noticed another tester reported a similar onboarding problem. I think a short compulsory first-run tutorial would help—using clear arrows, highlighting only one button at a time and explaining each action in simple language. Allowing a new player to start with a preset fleet and one guided battle before introducing full customization might also make the game easier to learn.

The visual concept is interesting, but I feel the player receives too much information before understanding the basic gameplay loop.

Since this topic mentions swapping feedback, I would really appreciate it if you could also try my free browser mystery game, CluePop:

https://rahulsinhaapps.itch.io/cluepop-mini-mysteries

I particularly need feedback about the first-time instructions and whether clues are easy to see on smaller screens. Thank you!

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Thats interesting I haven't noticed any issues on the home screen, I don't suppose you could ping me your system details ? 

I agree onboarding isn't great Ive added an auto tutorial for the main game. 

I will try your playtest and and get you some feedback this week or next!

Hello, I played for about 20-30 minutes. The visual presentation of your game is outstanding. Here are some issues or thoughts:

  1. I first tried the game on Ubuntu, but it got stuck on the telemetry popup at the start. I couldn’t close it at all (tried every keyboard and mouse button). Very strange, and I switched to Windows after that.
  2. There are too many choices before the real gameplay begins. With zero knowledge of the game, players can only pick randomly. I’d suggest streamlining the first playthrough—fewer choices, but jump straight into an engaging yet simple combat sequence as the tutorial.
  3. I’m not sure if WASD does anything. I pressed the keys but my ship didn’t seem to move.
  4. The ship assembly mechanic, similar to inventory management, is quite interesting. I think focusing more on this system and cutting some of the unnecessary mechanics could yield better results.

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

thanks for giving the playtest ago, I haven't tested the game on linux outside of steam deck so it doesn't surprise me it doesn't work but still a bit annoying I will see if it can fix it when i have time.

out of interest what are the choices before the game play ? do you mean things like picking a loadout and the map screen or setting up the fleet in the grid before the first battle?

I'm also  a bit worried about WASD not working for you, as that is the main controls! Is there anything unusual about your set up to help me track down the issue?

 I will try to give you some feedback in the next week or so!

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Hi, you don’t need to worry about linux, I tried your windows version in Wine, so that explains the weirdness. The good news is I play all unity games successfully on linux, so you can export a linux version and I’ll try again, including the WSAD issue.

The choices I mean is all the settings before battle, I know they are necessary, but it just felt like it took a little too long, and I wasn’t sure if my choices made sense.

Your game description sounds very similar to the game I am developing.

My alpha is still in draft but if you want to have a play and give me some feedback I will do the same for you.

Mine: https://mercstudios.itch.io/startalon?secret=m8ATWJJ9ZRNzxJTPUtq6Dy9ncs

(+1)

Graphics are straightforward, the UI is intuitive, sound effects simple, audio balance level good

There seems to be some confusion between the tutorial and ship coordination? The UI seems to contradict the Tutorial:



 A/B for primary secondary fire is reasonable on a controller, however when selecting keyboard/mouse controls the controls shown remain as A/B. updating the controls to show a mouse icon with the appropriate keys being clicked would help avoid confusion. Its good that later on when you start the tutorial battle it shows the appropriate keys based on what you selected at least.

the tutorial says to press Launch, but the only key I see is Start Battle?



friend/foe? the outline around my ship shows what looks to be like several red silhouettes, it threw me off a little as to who was an ally and who was hostile. I realized later on that it represented shields, it might be more helpful to the player to give enemies and allies different colored shields and use some other variable to show that a shield is weak(opacity?)

Game seems a little harsh at the start, some wiggle room to figure out mechanics would be very helpful, the tutorial was alright but it can take time for players to get used to mechanics as they play, I don't think you'd need to make the game easier early on necessarily, but maybe providing a way to do on-the-fly hull repairs early on would be beneficial.

Delay after clearing out a wave of enemies can be quite a while sometimes, leaving the player with 20 seconds or more of just waiting for enemy reinforcements, an option to fast forward at moments like this help with the game's pace. Sometimes the number on the countdown and the 's' overlap. An indication of where enemies will be arriving from would also be great, even if its just a general vascinity. 

I'm unclear on what recycling does, I can recycle money? assuming that's what credits are. 

The store page could use some more visual indications on what each product does, for example, in the image below

you could put a cropped screencap of the ship in action, or what it would look like at the deployment phase. the same goes for weapons, a single screenshot of how that weapon behaves would go a long way in communicating its use to the player.

Core gameplay loop is solid, though fairly simplistic in its current form, reminds me of games like FTL and StarSector.

I was able to quickly figure out how to navigate the game after a couple tries, though I don't quite feel like I'm very good at it, the core design seems, for the most part at least, to be fairly intuitive. 

If you could, I'm trying to get feedback on my own game, I recently did an update for the demo, both available as a download on here and on Steam, the GX build is outdated: 

itch download: https://silvercricket.itch.io/maryanneette

steam store page: https://store.steampowered.com/app/1963130/MaryAnneEtte/

forum for feedback (please post here, it improves engagement): /t/6490435/willing-to-exchange-feedbackreviews-maryanneette-an-ac...

Hay thanks for the feedback!

cheers for catching those messages, I did a rework of the tutorial and these bits must have been missed, 

I am definitely going for FTL  meets S.P.A.Z (which is a lot like StarSector) so happy with that, I am hoping that adding more exotic weapons and equipment builds up the complexity !

and it definitely need to have shorter gaps between waves ! 

I will try and get you some feedback on your game in the next week or so!

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Arch Linux player here, using Wine. Game runs smoothly.

Intuitiveness: The following paragraph is from the perspective of someone who hadn't played the tutorials, granted I somehow didn't see the menu option. I already wrote this before I noticed, and it might have a point somewhere, so it stays, lol.
I think certain elements should come with some explanation tied in, such as the hangar. There was a lot I just had to rely on my intuition for, most interactable pieces only having an icon to go by, and many immediately performing an action without an additional confirmation. But especially in the fleet setup - I think it would do well with an onscreen display of the available keybinds/actions, for example that you can right-click to remove parts, and must double-click a ship to access its equipment to begin with (I was struggling for about two minutes trying to figure out how to add equipment). I didn't realize I could buy slots until I acquired a ship that required more than I had available.

 The interactive tutorial already in-game would have ameliorated most of these issues; my advice is always to make it blatant as possible on first launch, perhaps with a popup, as I'm probably not going to be the first imperceptive person who didn't see it tucked to the side of the menu (this happens all the time in games). Or alternatively, build the tutorial into the game itself, with flags that mark if the player has seen them before (ofc allowing them to reset those flags from options menu), which is perhaps the best solution, as you might be surprised how many players see an optional tutorial, deliberately don't play it, and then drop out from confusion (seriously, this does wonders for retention rate). Plus it lets them jump into the game immediately, but I'm rambling.

Gameplay: From a single run, it seems to play well enough, though what did me in happened to be a missile of some sort that took out like 1/2-2/3rds of my flagship's hull, on the fourth stage which was supposed to be easy threat level. Admittedly, it was probably a mistake to swap out my flagship to the bigger one, though, and I do tend to be awful at these sorts of games. It's definitely going to be a game worth playing once it's polished up, at least.


I also have a game, which you can find here if you'd like to try it. I really need to work on tutorial visibility too, lol, but mostly I need feedback on what's already there; it was confusing to people in the past. https://reverie-requiem.itch.io/debris

Hi! I had the chance to play your game for around 10–15 minutes.

I really like inventory management and roguelike games, so the concept immediately caught my attention. The atmosphere, artwork, and UI design are all really nice and fit the game well. The overall presentation feels polished, and the explosion effects and visual feedback during gameplay are especially satisfying.

I encountered a small bug/problem with the inventory system. When I tried to place an item partly in an available area and partly in a locked area, the game naturally didn’t allow me to place it. However, the locked spaces stayed highlighted in yellow, and after clicking them, they became available for placing items. I’m not sure if this is intended behavior, but it felt a bit inconsistent, so I wanted to mention it.

Besides that, when I reached the combat section, the controls didn’t feel very responsive to me. It felt like there was some delay, and I wasn’t always sure where my ship was going. I might be misunderstanding the system, but it seemed like movement was prioritizing the mouse direction rather than the movement keys.

Other than that, I think the idea and atmosphere are very interesting. The game looks visually appealing, and the overall style has a lot of potential. Great job, and good luck with the development!

Also, if you have some time, we would really appreciate it if you could try our game ZAR and share your feedback with us. ZAR is a 3D dice-based roguelike that we are currently developing, and feedback from other indie developers and players helps us improve the game a lot.

If you enjoy it, leaving a rating/comment on our itch.io page, following us, or adding the game to your collection would support us greatly during development.

https://happysealgames.itch.io/zar

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Just an update post, I have push a fairly major release with new weapons new mechanics and new onboarding steps.

The playtest has moved to Steam as its easier to manage the updating from there for my playtesters, I am leaving the old build up for proterity but it is no longer being updated

steam link Out A Space

If Any one comes across this there is a big new update and public playtest now live on Steam !Out A Space Playtest!

(+1)

Hi, I played your game. Here is a Video recording: 

I was quite a bit confused while playing it. In the building phase i was not really sure what I was supose to build, a ship? a fleat of ships? What are the proos and cons of earch wepon? I am not really sure I understood the grid system either, seemed like i could add multiple ships to it and then customise the individual ships. Guess it would make more sense when i unlock more upgrades to choose from. I could not find the "Launch button" but hitting random keys on my keyboard somehow got me to the fighting screen. My ship was really slow, i was almost not able to dodge the enemey fire at all. It might be that I am supposed to fight more by selecting better attack than my enemies, but I didn't really figure that out either. Seemed like most of my guns were automated. Anyway. The menus looked grate the music was fitting. 


If you want to give my game a go you can find it here: https://simenhs.itch.io/hexatown  It would be a great help to me if you could record a video when playing it.

Hay thanks for checking it out! and recording a video, its very helpful! I definitely have more work to do on the on boarding. I will watch the video though in detail but just one major issue I saw that i need to fix asap is some of the info was being cut off! (such as the launch button) can I just confirm quickly that the video is then full screen, and ask what the resolution / aspect ratio is , as I've not seen this happen before.

I will record a video of me playing hexatown this week!

(+1)

Yes, the recording was the full screen. My monitior is 3440x1440