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Looking for 5 testers for my short browser game prototype — Baggage Rush

A topic by lcsmith2009 created 6 days ago Views: 186 Replies: 8
Viewing posts 1 to 5
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I just released an early prototype of Baggage Rush, a short airport baggage-sorting/incremental game that plays directly in the browser on desktop or mobile.

I'm deliberately keeping development frozen until I get feedback from people who haven't played it before.

If you have a few minutes, I'd especially like to know:

Did you finish the prototype?

What did you enjoy most?

What annoyed or confused you?

Did the progression/upgrades feel satisfying?

When you reached the International Terminal tease, did you actually want to keep playing?

No download or purchase is required.

Play here: https://lcsmith2009.itch.io/baggage-rush

Thanks! I'm looking for honest feedback — positive or negative.

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Update: I set up a short structured feedback form for this test round so I can keep all 5 playtests together.

Play the prototype using the itch.io link in the original post, then submit your feedback here: https://www.indieable.com/feedback?round=70922e62-f9e8-4c01-89dd-7fe08599ede1

Still looking for 5 testers. Thanks!

Freezing development for five first-time playtests is a smart way to protect the signal. The most useful extra question may be: at what exact moment did you first feel unsure what to do next? That timestamp can separate an onboarding problem from a progression problem.

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That's a really good point. I hadn't thought about separating onboarding confusion from progression confusion that way. I'm keeping the build frozen for the first five playtests, but I'll definitely keep that distinction in mind when reviewing the feedback. Thanks!

The baggage-sorting and upgrade loop sounds easy to understand. Are you planning to make each terminal introduce a noticeably different challenge so the progression feels more than just faster sorting?

That's actually something I'm working on right now! I don't want later progression to just mean "more bags + faster belt." I'm testing different bag mechanics, shift-specific challenges, more active terminals, and other changes that force you to play differently as your career progresses. Really appreciate you bringing this up because that's exactly the direction I'm trying to take it!

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That sounds like a good direction. Different bag mechanics and shift-specific challenges should help keep the progression feeling fresh. Looking forward to seeing how it develops!

I tried the prototype for a few minutes. The core loop is easy to understand quickly, which is a strong start. The part I’d watch most closely is whether the upgrades create meaningful choices or if one path becomes obviously optimal too early. I’d also make sure the International Terminal tease gives the player a clear reason to want one more run.

Thank you! The upgrade progression is actually something I'm reworking right now after noticing a similar issue during longer playtests. I want upgrades to create real choices instead of eventually becoming an obvious "buy everything" path. And that's a really good point about the International Terminal tease too — I want finally earning International clearance to feel like something the player has been looking forward to, not just another unlock. Really appreciate the feedback!