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General thoughts

I like the presentation, overall concept, and direction of the game. The mobile-first approach is clear, the UI is clean, and the progression structure makes sense for this kind of experience.

The biggest issue I ran into was the movement controls. I am not sure if I was misunderstanding how they are supposed to work, but movement felt strange enough that I could not always tell whether I was moving in the direction I intended or somehow steering against it. That made the core gameplay harder to read than I expected.

What I liked

  • Clean, colorful presentation
  • Clear mobile-friendly identity
  • Simple progression concept
  • I like the overall idea of a lightweight survivor-style game without ads, gacha, or unnecessary friction

What I would change

  • I would prioritize making the movement feel immediately intuitive. If the current behavior is intentional, I would communicate it more clearly. If it is not, I would revisit the control feel.
  • Keep the progression and upgrade information as easy to understand as the rest of the presentation.
  • Continue leaning into the simplicity of the concept rather than adding complexity for its own sake.

Overall, I like the ideas and presentation quite a bit. The main thing holding the experience back for me was that I never fully felt comfortable with the movement, and since movement is such a central part of the game, I would probably focus there first.

Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl

Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8

Let me know if you’d like an invite to try the invite-only full alpha build :)

(+1)

Thanks for taking the time to play and write this up — controls feedback is exactly what I need at this stage. I dug into it: the movement is a virtual joystick — wherever you first press becomes the center, and dragging away from that point sets your direction (not "tap where you want to go"). I ran real touch-event tests in all four directions plus the edge case where the joystick's anchor re-centers after a long drag, and the direction mapping checks out correctly in every case, so there's no inversion bug on my end.

My best guess is the control model itself might not have been what you expected on first contact — if you were expecting point-and-move rather than press-and-drag-a-direction, that mismatch alone would feel exactly like "steering against" it, even though nothing is actually reversed. The onboarding text already tries to call this out ("Hold anywhere on the screen, then drag your finger to move"), but I'll keep an eye out for more reports like this — if a pattern shows up across more players I'll take a harder look at making the control model itself more forgiving, not just better explained.

Appreciate the offer to trade feedback — will take a look at Blade Baes Brawl.

Glad I could help at least point you in the right direction!

I appreciate you checking out my game too, please definitely submit feedback on the form I am looking forward to your input as well!