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Need feedback for my cozy puzzle game !

A topic by LauStudio created 2 days ago Views: 112 Replies: 8
Viewing posts 1 to 4

Hi everyone!

I'm working on Witch's Shelf, a cozy tidy-up game where you sort a witch's messy collection of potion bottles onto a huge apothecary shelf. It's very early in development, so I'd love some honest feedback before I go much further !

What you'd be testing:

- The core sorting loop: matching bottle shape + pattern + label to the right shelf spot

- Whether the row symbols (flame, drop, leaf, skull, eye, moon, star, snake, feather, crystal) feel intuitive to learn and use instead of plain letters

- Whether the potion names on the labels give you enough of a hint about their category without spelling it out

- General game feel, clarity, and anything that confuses you in the first few minutes

Play in browser here:  https://laustudio.itch.io/witchs-shelf

A few things I'm especially curious about:

1. Did you understand what to do within the first minute, or did it take longer?

2. Were the symbols easy to tell apart, or did any of them look too similar?

3. Anything that felt frustrating, unclear, or just didn't feel good?

Any feedback at all is appreciated, even just a couple of lines. Thanks so much for taking the time to try it out!

I couldn't get a clean play session out of the browser build on my setup, so this is measured off the third screenshot on your page rather than from playing — weigh it accordingly.

Nine of the ten row symbols are genuinely distinct. Flame and Drop are the exception, and they are rows 1 and 2, so they are the first pair anyone meets. Normalised to a common box their silhouettes overlap at IoU 0.40, the highest of all 45 pairs (next is 0.36), and both are a rounded teardrop outline at ~19% ink inside their box.

What I did not expect: each row also has its own ink colour, identical in every cabinet (checked two, within 2 RGB). But it is one monotonic ramp, #C18460 at Flame down to #B5B15A at Crystal. End to end that is dE76 35, yet every adjacent step is only 4.6-8.4 — weakest exactly between neighbouring rows, which is where the eye scans. Interleaving the ramp (Flame, Moon, Drop, Star, Leaf...) lifts the smallest neighbour gap to 17.

Contrast is fine throughout: 4.9:1 (Flame) to 7.0:1 (Crystal) against the shelf interior.

I sell pixel-art asset packs on itch, so weigh that too.

Thanks for the feedback!

I'm indeed reworking the design of the different elements and their colors (especially for the drop and the flame).
As for the trouble launching the game, I've made a few changes since then, so hopefully the issue is fixed now.
 And thanks for the disclosure at the end, appreciated either way.

(+1)

Good news, and it is a correction to what I said last time: the launch failure is on my end, not yours. I pulled every file your embed needs directly — index.html, index.js, the 39.5 MB engine wasm and the 16.7 MB pck — and every one served in under a second. Your build is fine. It is the sandboxed browser I drive that will not run it, so please do not go hunting for a bug on my account.

One number you may not have, since I was already in there: your first load is about 27 MB over the wire. itch gzips the engine wasm 39.5 → 10.6 MB, but the pck compresses by only 0.9% (16.67 → 16.52 MB) because its contents are already compressed — 4 MP3 tracks and 44 imported textures. All of that is spent before a player sees anything. Not a defect, just the figure, and the music is the obvious lever if you ever want it smaller.

On the symbols: the colour-coding suggestion above is better than my interleaved-ramp idea. Red flame, blue drop fixes the Flame/Drop silhouette overlap I measured and the ramp problem at once. Use that one.

The potion-sorting concept sounds relaxing! Are you planning to introduce new bottle types or more complex shelf rules as players progress?

(+1)

Thank you! That's exactly the vibe I'm going for.
Yes, I'm currently working on new bottle shapes and new patterns to diversify the game.
As for more complex shelf rules, I'm still thinking through the different possibilities to add (while always keeping a relaxing atmosphere).  If you have a specific kind of complexity in mind, I'd love to hear it !

(2 edits) (+1)

Hi,

Here are some things which I noticed:

- The row symbols are intuitive enough, but I find they would be more so (for myself) if they were also coloured accordingly: Red for flame, blue for drop, green for leaf, white for feather, and so on. Until there is colour differentiation, the feather will probably always look like a leaf. 

On the topic of colour, right now, if a bottle is placed incorrectly, it is colour shifted in some manner to be more red: so yellow bottles become orange, etc.  But red bottles... become more red. It's not clear, without comparison, if the red bottles are in the correct positioned (they are rather small when on the shelf). It would be beneficial if a different colour or method were chosen to represent the incorrectly organised bottles. 

Which of these is sorted correctly? (It's the first bottle only, but I can't be certain of that)

- When moving the sound and music sliders to the lowest position, it doesn't mute them, only making them very quiet. The music is noticeably finite, and this game is expected to take some time: so one would imagine at least some players would do this.

- I have some bottles filling my 'to sort' slots. But I'd like to sort a different bottle, instead, now.  The first bottle in line is sorted automatically onto the shelf: I cannot return it to the pile, sort the second bottle first, or rearrange the order of those 'to sort' bottles. Could I not sort right to left, or in any other way I like; could I not put some bottles back for later and choose fresh ones? You see what I mean. Please include some way to sort the bottles that are to be sorted. As an extension, should bottles correctly sorted be locked in place? Perhaps.

It might trivialise the game a bit if one could arrange the bottles too much, but playing right now feels like being forced to do a very inefficient method of sorting, which makes it a little annoying.

- "No timer pressing you, no way to fail..." Apart from when one presses pause, where it displays a timer. If I were to sort 1990 bottles incorrectly and put the remaining 10 in my 'to sort' slots, it would be so tedious to win that I may as well start over. Perhaps a button that 'removes incorrectly sorted bottles to the main pile' would be a good idea.

Hi, thank you so much for this detailed breakdown, this is incredibly helpful !

The color/shelving bug is a great catch, I hadn't realized a naturally red bottle placed incorrectly becomes indistinguishable from a correctly placed one. That's going to be fixed with a placement indicator that's independent from the bottle's own color (outline or icon instead of a color shift).
I'll also look into a more intuitive color-per-symbol association like you suggested, alongside spacing the colors of neighboring rows enough to stay readable.

The volume sliders not fully muting is a bug, thanks for flagging it.

On the sorting queue: you're right, forcing a strict FIFO order with no way to set a bottle aside or pick a different one is more frustrating than relaxing, that defeats the point of the game. I will add a way to freely choose which bottle to sort next, and a way to put one back for later.

Same for large-scale mistakes, a way to send incorrectly placed bottles back to the pile instead of restarting is a fair ask, I'll add that.

And fair point on the pause timer versus the "no timer" pitch, I'll adjust the description so it doesn't overpromise.

Really appreciate you taking the time to write all this out!

The flame/drop similarity sounds like the key first-minute clarity test. A short “match this bottle” onboarding step that temporarily pairs the symbol with its shelf could teach the rule before color becomes a secondary cue. I’d also verify the zero-volume behavior after the recent bug report, since silent controls are important for a cozy game.