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Looking for playtesters for Isekai Life — are the first steps clear?

A topic by sokusoku created 14 days ago Views: 226 Replies: 10
Viewing posts 1 to 7
(2 edits)

Hi everyone,

I'm working on Isekai Life, a single-player 3D life RPG about making a living in another world.

The current MVP has three playable characters: a farmer, a merchant, and a mercenary. Farmers grow crops, merchants trade goods, and mercenaries explore dungeons and sell their loot. I want each profession to feel like a different way of spending your day.



I'd appreciate anyone willing to spend about 20 minutes with one character. You don't need to try all three. I'm mainly looking for feedback on the first few things you do:

  • Did you understand what to do and where to go?
  • Where did you get stuck or feel confused?
  • What did you enjoy, and when did you feel like stopping?

It's an early build, so bugs and unfinished parts are expected. If something breaks, please tell me which character you played, your operating system, and what happened just before the problem. Screenshots help too.

Download for Windows or macOS: https://sokusoku.itch.io/project-isekai



You can leave feedback in this thread. A few sentences about your experience would help, especially the moment you thought, “What am I supposed to do now?”

Thanks for giving it a try.

The three professions sound like a good way to give players different playstyles from the start. Are you considering a short profession-specific first objective so new players immediately understand what makes farmer, merchant, and mercenary gameplay different?

Yes! Each profession already has its own introductory quest line in the current source. The farmer starts with basic farm work, the merchant works toward a first stall sale, and the mercenary has a combat-focused introduction.

I'm still testing whether those opening tasks make the differences clear quickly enough. Ideally, players should get a feel for their profession by doing something useful, without having to read a long explanation first.

That sounds like a good approach. A short profession-specific intro should help players understand the role quickly without needing a long tutorial. The merchant and mercenary paths especially sound like they could feel very different from the farmer start.

Hey! I checked out your project and I just wanted to say that I really like what you're building. It looks like a very nice project and I can see a lot of potential in it. Keep going, and I genuinely wish you the best of luck with the development! 🙂

(1 edit)

I really enjoyed playing your game, Isekai Life, for about an hour.

I played up to the point where I finished building the chicken coop.

Having a Korean version available made it even easier for me to get immersed in the game.

I’ve played games like Harvest Moon (SFC) and Stardew Valley before, and I really enjoy farming and life-sim games. Because of that, your game felt familiar and comfortable to get into.


Based on my experience, here’s some feedback:

- Movement: The way the character accelerates when running and slows down when stopping made movement feel a little slippery, almost like walking on ice. It felt slightly uncomfortable at times.

- Farming: Aiming when watering crops and planting seeds can be a little tricky. Sometimes I ended up planting seeds in places I didn’t intend to.

- Fishing: I found a bug where the entire screen becomes blurred while fishing.

- Besa: Interaction doesn’t seem to work when Besa is standing on the field.

- Combat: The hit feedback, both when attacking enemies and taking damage, feels a little weak. Some stronger visual or sound effects could make combat feel more impactful.

I think the game could become even more enjoyable with a little more polish.

And if you have some time, I’d really appreciate it if you could play my game and leave some feedback as well.

/t/6965861/feedback-wanted-honmoon-prototype-2d-action-platformer...

(+1)

안녕하세요. 
한국 분이신것 같아서 한글로 회신드립니다.

말씀하신 부분은 수정하여 업데이트 에정입니다.

1. 달리기가 기본으로 되어 있어, 가속, 감속때문에 미끄러지는 느낌이 있어, 가속, 감속없이 바로 멈추도록 했습니다.
2. 씨 뿌리는 위치로직을 조금 더 디테일하게  잡았습니다.
3. 렌더링 엔진을 Forward+ 로 바꾸면서 기존 심도랑 맞지 않는 버그가 있어 수정했습니다.
4. 요른으로 플레이시, 베사가 밭에 있을 경우 대화가 잘 되지 않던 부분은 액션 버튼 순위를 추가해서 수정 중입니다.
5.전투는 타격감을 주기위해  계속 고민중이라. 재작업이 계속 필요할 것 같습니다.

소중한 의견 감사합니다.

지금 개발하고 계신 게임도 저도 플레이 해보고 감상 올리도록 하겠습니다.
테스터 구하는게 쉽지 않은 일인데 이렇게 정성껏 플레이 해주셔서 감사합니다.

하시는 개발도 잘 되시길 바랍니다.

The concept of three completely distinct life paths (farmer, merchant, and mercenary) gives Isekai Life a really refreshing life-sim vibe — building up toward a first market stall sale feels so satisfying. I'm Roman, a 3D artist working in Blender focused on optimized game-ready props and environment pieces for Unity. If you have any prop needs in your backlog, I'd be happy to create 1 custom 3D asset for the game completely for free (for instance, a modular market stall display, custom farming tool crate, or an interactive dungeon chest) to help out your pipeline. You can reach me on Discord: antinarrys or email: roman.zbor.uk@gmail.com. Looking forward to seeing where the project goes!
(+1)

Hi Roman, thank you for the kind words and for playing! We're glad the three life paths and that first market stall sale came through the way we hoped.

We appreciate the generous offer. Right now we have modelers on the team handling our props and environment pieces. The game is also built in Godot rather than Unity, so we're keeping the asset pipeline in-house for now. If our needs change, we'll keep your contact in mind.

Thanks again for the support, and we hope you enjoy the updates ahead!
감사합니다!

I really like the idea behind Isekai Life, especially the way the three professions create completely different ways of experiencing the same world. The farmer, merchant, and mercenary paths feel like they could give the game a lot of replayability rather than just being different character classes.

One thing I’d pay particular attention to is the first 5–10 minutes. Since the game starts by determining the player’s profession through questions, I think it would be interesting if the first objective immediately demonstrated what makes that profession unique. For example, the farmer could get their hands dirty with a small farming task, the merchant could make a first simple trade, and the mercenary could have a short combat/exploration objective.

I also really like the idea mentioned on the game page about inheriting an existing resident’s name, relationships, and debts. That could make the “learning how to live in this world” part feel much more meaningful than a traditional tutorial.

The concept definitely has potential, especially because the professions seem to change not only what you do, but also what information and parts of the world you interact with.

I’d be especially interested to see how the first objective and progression evolve as development continues. Good luck with the project! 🙂

(+1)

안녕하세요 🙂
Thank you so much for such a thoughtful comment! You've put your finger on exactly what we're aiming for. We want each profession to change what you do, and also what you notice and which parts of the world open up to you.

Your point about the first 5-10 minutes is really helpful. We agree that the first objective should show right away what makes each path different. We'll keep that in mind as we keep refining the openings.

We're also glad the idea of inheriting a resident's name, relationships, and debts stood out to you. We hope learning to live as that person feels more natural than a standard tutorial.

Thanks again for the kind words and the encouragement. We hope you'll keep following along as the project grows!