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I give feedback 4 feedback for my frog-taming autobattler game

A topic by Classical Frog created May 01, 2026 Views: 738 Replies: 28
Viewing posts 1 to 13
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Hi! Im currently working on a browser-based roguelite frog-taming autobattler called Hopfall. If you share your game, Id be happy to give you some feedback.

You can play it here:

https://classical-frog.itch.io/hopfall

Your feedback is greatly appreciated!

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This game really caught my attention honestly,  I enjoyed my 20 mins playing it, left the feedback here :) /post/16035476

And if you can give a chance to my project I'd really appreciate it as well  https://silver3310.itch.io/pushthemout-timeisout :) 

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Thanks so much! I just tried out your game and gave you a feedback <3

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Thank you so much! That was a very detailed and valuable analysis, I am very grateful :)

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Really cool game, liked it a lot. I'm a sucker for the aesthetic! I left a review too.

If you could try out my project too, I'd really appreciate it!:
https://cachecarti.itch.io/annotopia

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Be as brutal as possible lol its still early in development and I love critical feedback!

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First of all, the game's art style made a good impression on me, but after trying out your game for about 15 minutes, I just couldn't figure out what exactly you were doing. It's a kind of 1v1 detective game where you battle players online asynchronously, and the more evidence you find the more points you get? I had to figure that out for myself because the tutorial didn't help much. I didn't have time to read one tutorial section because it automatically jumped to the next one without me pressing continue. Also, the text is very small.

Because of that I didnt really get to enjoy the game because the tutorials user experience was not really good for me.

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Yessir it is very uncooked still and confusing! I will improve the tutorial massively, improve instructions and make text better. 

Yes the goal is to figure out evidence and optimize your Pet Detective using cards so that their solutions to the cases are better than your opponents. So real time training and building of your Pet Detective. Yea this is not mentioned correctly anywhere lol, thank you👍 I am improving it daily🫡

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From the screenshot, I want to play! I will be playing it later because I am on mobile. The page looks good!

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Hey Classical Frog. 

I have played your game, and you can see the recording of my playthrough here. 

I have created an AI agent that analyze transcripts and screenshots of me playing the game, so that will be put below the videos. 

Unfortunately, I had disabled mouse cursor when playing the game, I am sorry about that :(

You can find my game here: Rabbit Rocket Racing - Nonvisual gameplay prototype ;)

AI analysis of me playing, hope it is helpful! 

Analysis pass — mapping transcript moments to lenses

Strong moments / DELIGHT:

  • 0:30 "So far it's like I'm understanding everything. There isn't really anything that I is unclear" — onboarding works
  • 1:11 "the clicking thing was unclear, but quite a fun idea" — delight at taming despite friction
  • 8:04 "I like this minigame actually of taming" — repeated delight at taming
  • 11:00 "Normally I don't play these kind of games but this is actually really enjoyable"
  • 11:11 "it has the right amount of challenge"
  • 12:07 "it's super easy to learn this game"
  • 12:39 "There is some sort of repetition but it's not tedious"
  • 13:17 "The pacing of the game is really good. I haven't seen any errors"

STRUGGLE moments:

  • 1:11 "What does this mean? Do I have to do something?" — claim screen unclear
  • 2:02 "Why can't I? Can I do like this... Why can't I charge this?" — confusion about item use
  • 2:23 "So why can't I click this one now?" — node availability unclear
  • 2:50 "when I pick a path, I can't go back and do the things anymore. I would actually have liked to be able to do that" — AUTONOMY loss
  • 3:50 "What does this mean?" → "why does it say 15?" — unclear stat/number
  • 5:11 "How do I get back to my camp?" — navigation unclear
  • 6:48 "Crit chance and armor... not so cool fight. I'm probably gonna die" → 7:18 "I wanted to go back to the pond a little bit earlier" — AUTONOMY (can't retreat when wanted)
  • 7:36 "What does this do? Defeat six frogs progress" — unclear progression
  • 8:04 "I don't know how to unlock this" → at this point game forces continuation
  • 10:03 "what do these mean?" "What was this? This was healing again, right? How do I heal?"
  • 12:39 "I still haven't understood what the arrow up and down means"
  • 13:00 "Some sort of autonomy over which enemies I attack first would be nice. I don't know if there is that" — explicit AUTONOMY request
  • 15:00 "So there's no way for me to understand where to put my stuff" — positioning unclear
  • 15:48 "how do I decide which one to go?" "I can't decide which of these attacks who. Well I wanted all of them to attack this one first" — repeating the targeting issue
  • 17:27 "Can I change? No, I can't" — preparation locked once battle begins
  • 20:34 "I don't see why the fight needs to be there, Because it kind of... I can't do anything or prepare anything, and I would love to be able to do that before"
  • 21:35 "It would have been nice that I could just take that, but I guess should have thought of that before"

Suggestions player explicitly raised:

  • Fast forward / auto-calculate for trivial fights (12:39)
  • Target selection (13:00, 15:48)
  • Ability to return to pond/retreat (7:18)
  • Preparation step before elite battles (20:34)
  • Understanding of arrows/up/down indicators (12:39, 13:41)

Game name: HopFall (confirmed by image text). Speech-to-text mangles it as "Hub fall" — clean up to "HopFall" in quotes.

Now I'll write the forum reply. Roughly one page, em-dash-free, addressed to the developer, leading with positives, anchored to specific timestamps.

HopFall playtest, my notes

Hey! I played HopFall (playtest 0.1.1) for about 23 minutes as a first-time player. Going in I'll say I don't usually play this kind of game, but I had a really good time and came away thinking you've got something with real potential. Most of my notes below are about little places where I got confused, not about the core, which I think is solid.

What I liked about the game

  • The onboarding is genuinely smooth. Around 30 seconds in I caught myself saying "I'm understanding everything, there isn't really anything that's unclear." That's rare. I figured out the basic loop without having to think about it.
  • The taming minigame is the best part. I called it "quite a fun idea" the first time at 1:11, and by 8:04 I was actively looking forward to it. It feels different enough from regular combat to be a real hook.
  • The difficulty curve felt right. Around 11:00 I said "this is actually really enjoyable, it has the right amount of challenge." The game is welcoming without being trivial.
  • The pacing is good. At 12:39 I noted "there is some sort of repetition but it's not tedious," which is the test a roguelike has to pass and you're passing it.
  • It's easy to come back to. I said at 13:00 that if I came back to this tomorrow I'd understand it pretty fast. That stickiness is hard to build, and you have it.

Where I got stuck

  • Targeting in combat. This was my biggest one and I kept coming back to it. From 13:00 ("some sort of autonomy over which enemies I attack first would be nice") to 15:48 ("I can't decide which of these attacks who, I wanted all of them to attack this one first") I kept wanting to direct my frogs. This is a learning problem, not a difficulty one. I think the system exists or could exist, but I couldn't find it.
  • No way to retreat to the pond. Around 7:18 I realized I was about to die and said "I wanted to go back to the pond a little bit earlier." Once I was committed to a path, I felt I'd lost the option to bail out and regroup. This felt like the game taking the steering wheel away from me.
  • Elite battles start with no prep window. At 20:34 I said "I don't see why the fight needs to be there, I can't do anything or prepare anything, and I would love to be able to do that before." For a regular fight that's fine, but elites felt like they punished me for not having read the future.
  • Several small icons and numbers I never decoded. "I still haven't understood what the arrow up and down means" (12:39), "what does this mean? why does it say 15?" (3:50), "what do these mean?" (10:03). None of these blocked me, but they accumulated. Learning problem, not a depth problem.
  • The claim screen confused me the first time. At 1:11 I asked "what does this mean? Do I have to do something?" I worked it out, but a tiny prompt on the button would have saved me the pause.

What I would improve on the game

  • Add a "target this enemy" tap so I can direct attacks. Even a soft priority (the next frog to act will go for the targeted enemy) would solve most of my 13:00 to 15:48 complaints.
  • Let me retreat to the pond from the map. Maybe at a cost (lose some progress, lose loot, whatever fits your design), but give me the choice. The fix here is autonomy more than rules.
  • Insert a quick "prepare for battle" beat before elite fights. A short loadout/positioning screen would make those moments feel like a strategic decision instead of a surprise tax.
  • Tooltips on the up/down arrows and the small stat icons. Hover or tap-and-hold would do it. Right now I'm guessing at meaning, and I'd rather learn than guess.
  • A fast-forward or auto-resolve for trivial fights. I floated this at 12:39 and immediately worried it would take the fun away, so I'd put it behind a toggle rather than as a default. Just an option for when I've already won the fight in my head.

Overall

Good game. The fundamentals (loop, art, pacing, taming) are working, and the things that tripped me up are mostly about giving the player a bit more agency: target choice, retreat, prep before big fights. If I had to pick one thing for you to focus on next, it would be targeting in combat, because it came up the most and it's the biggest gap between "I'm watching this happen" and "I'm playing this." Nail that and I think a lot of my other complaints quietly go away.

Thanks for letting me test it, I'm looking forward to seeing where this goes.

Thanks for your feedback! I really appreciate the video and valuable feedback you sent. I've sent you a feedback on your game Rabbit Rocket Racing on your itch post.

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Hi, I played the game! I generally like the idea of taming frogs to help you in combat and think there is a lot that can be done with the concept.

My biggest feedback would be that the game is lacking in feedback.
There is no sound when you hover over buttons (or anything selectable) and the sfx for making a selection are very subdued when maybe they could be bolder. The combat sfx are also generally subdued and I wonder if combat would be more exciting if the sfx were bolder as well. That was all in reference to sound, but i'd say the visual feedback on making selections can also be bolder in some instances such as when you go to select the map icon or fight button.

other than that --

Getting thrown in, i didn't really understand how to start the game and just clicked everything until i found a play button. So maybe something needs to be done here

On my first run I went back to the pond by accident mid run - so  i think an extra confirm button that makes sure it's clear your forfeiting your run would be good here.

I thought a fast forward button could be a good addition to the game. Where fights can happen at 2x or even 4x speed.
----------------------
I'd love for your feedback on my game https://combosmooth.itch.io/x-minute-hero
PASS = BOOM

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Hey thanks a lot for your feedback! That are some points I didnt get before so thats very valuable for me.

I tried out your game x minute hero and I will give you some feedback as someone who has played quite a few  of games like this and has kind of got bored of them.

The problem with these games is that there are a lot of them out there, so it will be hard to sell yours if you want to make some money from it. What I like about these type of "vampire survivor"-like games is that you can just relaxfocus on building up your character. 

The nine vertical upgrades for your stats felt rather too complex to me, as it slowed down the gameplay too much due to the time spent looking at all these stats and thinking about what to get next. There were too many decisions to make. However, I liked the horizontal upgrades, such as explosions or having a shotgun as your weapon.

Once again, it would be really hard to impress me as someone who has played a lot of these kinds of games. I recently played a game called TerraTech Legion, which included a twist. You could basically build your own character instead of just clicking to get a horizontal upgrade with a UI. Perhaps you could include something like this to spice things up a bit.

thanks for the feed back <3
i'll have to see what TerraTech Legion does

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Hi I just played your game and put some feedback in the google for. In general, i liked the premise but was a little bored and at times frustrated with the battles as there isn't much to do in them and when you are losing, the battles can go poorly very quickly without me being able to do anything about it. But I will say one thing, i need more frogs.

I would like if you could also try out my game and give me feedback on the play experience as well:
https://noel-k.itch.io/project-open-the-portal

Thanks for your the feedback Noel!

I played your game and I managed to beat it. 

It would be nice to have the controls on screen because I had to keep scrolling down to see the controls in the description of your game.  There are some enemies which I couldnt kill with the normal attack because the bullets went over them due to their size - only with the empowered one (not sure if that is on purpose). 

Im quite quick with the trigger and can tap it really quickly. There seems to be hardly any delay between shots, so I found the game very easy due to spamming the 'J' key. After finishing off the wave of enemies, I was hoping for something new to happen, but I was disappointed when it just froze after moving to the right-hand side of the screen towards a planet.

Thank you for the feedback, there actually is a pause menu in the game and one of the options let's you see the controls but i will try to implement some way to view the controls in a demo sometime soon. Did you have a chance to try the other levels? Right now, it's kind of inconvenient but you'd have to reload the page to select the other levels. Im thinking of some new challenges that I can offer to players that are adept at these kinds of games right now. Thank you

Im doing playtests again and am willing to do feedback 4 feedback :)

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This is a very polished game in all aspects. The visual and audio presentation is excellent, and both the roguelike gameplay and the Pokémon-style creature-catching are compelling enough to make me want to keep playing.

A few nitpicky suggestions for your consideration:

  1. Currently, using the Taming Fly requires clicking the item first, then clicking the monster, then holding and adjusting to tame. This feels a bit cumbersome. Personally, I think taming could start immediately upon clicking the monster, saving one click.

  2. The item selection UX has room for optimization. When selecting a target, I suggest highlighting the current item icon. Also, since your UI already supports dragging, I think items could be drag-based too for a more unified control scheme.

  3. A more “player-centric” opinion: after catching the tadpole at the start, I kept wondering if it would evolve into a frog after leveling up. I feel like that kind of progression is something I’d look forward to—you might want to consider it.

All in all, I think your game has tremendous potential. With more items, frogs, and skills added, it’s bound to perform very well.

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

Thanks for trying out my game. I really appreciate it :D

Where exactly do you mean should dragging be supported? You can drag and drop consumable items onto frogs and u can also click on an item and then on a frog. The only places you cannot is for rewards and the shop. Is this what you meant?

The tadpole thing is something i already got feedback on but didnt find a solution yet because I thought i would use them for the tutorial but it would be cool indeed to make a mechanic out of them and evolve them into stronger frogs. I need to think about it again.

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Ah, I tried it again, both drag and click work. Sorry for not noticing that before. For the click method, I think you could add a highlight effect on the item when selecting. That might have been what confused me.

And thank you so much for your feedback. It’s important for me as I think about how to balance the idle gameplay with the story.

I tried out your game. Im not really the target audience but i still have some feedback for you.

the game screen doesnt fill my screen. I need to scroll down a bit to see the bottom and i almost missed out all the stuff to collect.
For scavenging it would be nice to tell me to click and hold for the first time otherwise i might have missed that as well.

line breaks are in the middle of a word which makes it in my opinion hard to read sometimes for example counter breaks into c-ounter in the next line.

Art and sound looks  and sounds polished and consistent. I like idling games but dont like to have a big story behind it. But thats only me.

Hey! I just published version 0.6.0 with a lot of changes and am looking for playtests again. Post your game and I will give you feedback for a feedback <3

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Hi, I completed a full run using a lineup of 2 tanks and 2 healers. I really enjoyed the initial feel of the progression and build crafting. The game is quite polished in terms of mechanical synergy and visual presentation. I think some additional casual content or more diverse builds would be something to look forward to.(More specifically, the game doesn't feel quite "alive" or "deep" enough. If you'd prefer not to pour a huge amount of effort into polishing the gameplay, you could consider creating some buzz through genre blending and some "clever narrative tricks" or similar approaches. Of course, the game is still great on its own. It's just that if the goal is to stand out and generate significant revenue—I think this is the direction worth considering.)

I'd love for your feedback on my game

https://nknknk3.itch.io/tiny-rogue-dungeon-prototype

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I tried the same strategy again and won once more. I think this is largely thanks to the healing being quite strong, while enemies that focus on poison or targeting the backline are somewhat underpowered. The game also tends to settle into a smooth but fairly static rhythm rather quickly.

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Hi. Thanks for trying out my game and your valuable feedback :D 

With "alive and deep" do you mean that the game lacks of story or an objective to make the player care to beat the game?

I tried out your prototype and what I enjoyed the most was trying out the leveled up abilities and seeing how different they were to their weaker one. At first I didnt understand that I was supposed to go towards one direction and avoid staying down for too long, but after seeing the bottom row dissapear for 2-3 times i quickly understood what the goal of the game was.

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I think getting players through a full run shouldn't be an issue, but the game currently lacks some long-term motivation—since enemy variety, build diversity, other gameplay elements, and map art are still fairly limited at this stage. I think a decent reference might be the trailer for Echo Generation—it showcases a range of different themes and monster designs.

Thank you for the feedback on the game. It's still quite rough and unpolished at the moment. I did originally plan to add more tutorials, cards, and enemies, but in the short term, I just wanted to make it look presentable enough so I could show it to others as a rough demonstration.

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Hi everyone! Our first game, Recipe Frenzy, and I'm so happy to share it with you all.

🍳 Recipe Frenzy 

Alex's unexpected guests are just around the corner, and you're not sure he's ready 😅

You dive into the kitchen with Nanna's recipe book in hand — but this isn't your standard cozy cooking game, it's a chaotic (and cozy!) memory challenge!

🎮 About the game:

  • 🍿 50 dishes from 11 different cuisines
  • 🌮 61 different ingredient cards
  • 🍱 900+ hint combinations
  • 🍰 4 difficulty levels: Easy, Medium, Hard, and Free mode
  • 🔖 Collect stamps in your Kitchen Journal to complete your collection

You have to remember the recipes, grab the ingredients in the right order, and do it all in just 60 seconds. Sounds easy, but recipes can have up to 7 ingredients — your memory will really be put to the test! ✨

A cute project born from a college friendship between two software engineers. Fully browser-based and free to play!

👉 Play here: https://ronnafemto.itch.io/recipe-frenzy

Dive into the kitchen, crack the recipes, and surprise your guests! 👩‍🍳🔥 Feedback is very welcome!

Hi Classical Frog. I played Hopfall 0.6.2 in the browser through the first battle and the first successful tame.


The pixel-art marsh establishes the mood immediately, and the large Start Battle button made the first decision clear. The reward-to-taming sequence also works as a compact teaching loop: I understood why the Taming Fly mattered as soon as the weakened frog became available.


My main friction was the first taming interaction. After selecting the fly, I hesitated between dragging from the inventory, clicking the frog, and holding on the target. The separate messages about dragging, selecting a target, and holding/releasing describe the pieces, but not quite the order. Three short numbered prompts, plus a visible target marker on the timing bar, would make that first capture much easier to learn without removing the skill check.


If you are still doing feedback-for-feedback, I would value the same kind of blunt first-time-player notes on Signal Bridge. I am its creator. It is a free Korean-English culture RPG for adults, playable in a mobile or desktop browser with no account or installation. The question I most need answered is whether the first two encounters feel like a game or a language quiz.


Signal Bridge: https://signalbridgestudio.itch.io/signal-bridge?utm_source=itch_forum&utm_mediu...