Hi! Played this for the playtest exchange — really smart concept, and there's something genuinely satisfying about pulling off each steal. My main suggestion: let each round/level breathe a bit longer. Right now the pace moves fast enough that there's not much room to actually think through an approach before it's over — a little more time per level would let the strategic side of the loop land even better. Great foundation, just want more room to sit with it!
I played your Demo a while ago but i didnt had the time to write a review.
So i really got lost in your demo, just snitching that money, stealing from promis, bullying the police. all really funny and also addictive.
i also love how you somehow through that setting maybe idk gave me the feeling that i am a pigeon, and im doing illegal sht. that is super funny.
however, id wish for that your main loop, stealing from the ppl, would become a bit more varied. rigth now (allthough allready really addicting) the whole progress is a bit slow and it gets repetitive really fast.
i hope you understand my points and have a good day!
Thank you so much for playing and for taking the time to write this feedback.
I’m really glad you enjoyed the idea of being a pigeon doing illegal stuff haha. I completely understand what you mean about the main loop becoming repetitive. Since it’s an incremental game designed to last around 2–3 hours, the idea is for players to complete it before it becomes too repetitive. Later, Hard Mode will feature a different map with a higher difficulty.
Making an incremental game that doesn’t become repetitive is definitely one of the hardest parts, but I’ll keep your feedback in mind and look for ways to make the stealing loop more varied and the progression less slow.
In the settings it would benefit if the different options were more spread out vertically. Also, the sound adjuster hovers outside of the bar, but isn't interactable. Would be better to have a slightly larger hitbox on those things, as right now it is a bit hard to change volume (UX > realism here). Not sure if I like how you exit settings by pressing outside the panel - I kept exiting a couple of times unintentionally. See how you don't have that happening in achievements for example.
The DEMO in the title screen looks like a button - would be better if it was next to the version and different than the buttons visually.
The in-game art is adorable, and I like the different peeps doing different things and so on. The timeout screen is a bit hard to navigate - all elements look like buttons - I'd somehow differentiate labels (info parts, non-interactable) from the buttons, tbh.
Upgrade screen would benefit from larger icons that are clear to understand and so on. I don't think you need 'm. menu' & 'exit' buttons in EVERY SCREEN :D Put it in the cogwheel at top, to reduce clutter, for example. It's a bit overwhelming. You might want to introduce different elements gradually, so the player has time to learn and adapt, instead of many options right away. Some kind of a curve...
Other than that, a cute game, really, no bugs I've seen aside from needed adjustments and further work, so cool beans! Good job :)
cool beans? xD s that a thing? in germany kids used to say "gute käse" these days (good cheese) but i never have i ever heard cool beans before... maybe because im not born in the last century? yeah maybe 🥲
Thank you so much for taking the time to leave such detailed feedback, and sorry for replying so late. Sometimes itch.io notifications don’t reach me, so I miss comments.
I really appreciate both your kind words and your UX feedback. These are exactly the kind of things that are difficult to notice when you’re the one making the game, so your comments are extremely helpful. I’ll go through everything and work on fixing it.
Thanks again for playing and for taking the time to write all this!
Comments
Hi! Played this for the playtest exchange — really smart concept, and there's something genuinely satisfying about pulling off each steal. My main suggestion: let each round/level breathe a bit longer. Right now the pace moves fast enough that there's not much room to actually think through an approach before it's over — a little more time per level would let the strategic side of the loop land even better. Great foundation, just want more room to sit with it!
heyyy Lianes8,
I played your Demo a while ago but i didnt had the time to write a review.
So i really got lost in your demo, just snitching that money, stealing from promis, bullying the police. all really funny and also addictive.
i also love how you somehow through that setting maybe idk gave me the feeling that i am a pigeon, and im doing illegal sht. that is super funny.
however, id wish for that your main loop, stealing from the ppl, would become a bit more varied. rigth now (allthough allready really addicting) the whole progress is a bit slow and it gets repetitive really fast.
i hope you understand my points and have a good day!
cheers!, Cookie.
Hey Cookie!
Thank you so much for playing and for taking the time to write this feedback.
I’m really glad you enjoyed the idea of being a pigeon doing illegal stuff haha. I completely understand what you mean about the main loop becoming repetitive. Since it’s an incremental game designed to last around 2–3 hours, the idea is for players to complete it before it becomes too repetitive. Later, Hard Mode will feature a different map with a higher difficulty.
Making an incremental game that doesn’t become repetitive is definitely one of the hardest parts, but I’ll keep your feedback in mind and look for ways to make the stealing loop more varied and the progression less slow.
Thanks again! This kind of feedback helps a lot.
Mostly technical feedback first :)
In the settings it would benefit if the different options were more spread out vertically. Also, the sound adjuster hovers outside of the bar, but isn't interactable. Would be better to have a slightly larger hitbox on those things, as right now it is a bit hard to change volume (UX > realism here). Not sure if I like how you exit settings by pressing outside the panel - I kept exiting a couple of times unintentionally. See how you don't have that happening in achievements for example.
The DEMO in the title screen looks like a button - would be better if it was next to the version and different than the buttons visually.
The in-game art is adorable, and I like the different peeps doing different things and so on. The timeout screen is a bit hard to navigate - all elements look like buttons - I'd somehow differentiate labels (info parts, non-interactable) from the buttons, tbh.
Upgrade screen would benefit from larger icons that are clear to understand and so on. I don't think you need 'm. menu' & 'exit' buttons in EVERY SCREEN :D Put it in the cogwheel at top, to reduce clutter, for example. It's a bit overwhelming. You might want to introduce different elements gradually, so the player has time to learn and adapt, instead of many options right away. Some kind of a curve...
Other than that, a cute game, really, no bugs I've seen aside from needed adjustments and further work, so cool beans! Good job :)
cool beans? xD s that a thing? in germany kids used to say "gute käse" these days (good cheese) but i never have i ever heard cool beans before... maybe because im not born in the last century? yeah maybe 🥲
Hahaha true, I'm over 26 years old, hair fallen off, bad eyesight and a hunched back. But still, that's cool beans, I guess :P
Hahahahahah.. well Im 15 ._.
Hey GameGlis!
Thank you so much for taking the time to leave such detailed feedback, and sorry for replying so late. Sometimes itch.io notifications don’t reach me, so I miss comments.
I really appreciate both your kind words and your UX feedback. These are exactly the kind of things that are difficult to notice when you’re the one making the game, so your comments are extremely helpful. I’ll go through everything and work on fixing it.
Thanks again for playing and for taking the time to write all this!