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Lightward: keep the lantern lit — 5–10 playtesters wanted [Free browser]

A topic by truemeat001 created 3 days ago Views: 149 Replies: 7
Viewing posts 1 to 5
(1 edit)

Keep the lantern lit. Build your party as the battle unfolds.

When enemies push toward your line, do you recruit another hero, merge two into a stronger unit, or move your defender? In Lightward: The Lantern Road, those choices happen while the battle keeps moving.

▶ PLAY FREE IN YOUR BROWSER — truemeat001.itch.io/ngame
Desktop/laptop + mouse · English / 简体中文

Lightward cover illustration: a four-hero party faces the copper automaton; two one-star Guards merge into a two-star Guard.

Cover illustration.

Follow a chain of lanterns north, from a frontier waystation to the copper city and the capital. Choose from five hero classes, recruit from three offers, and combine matching heroes up to three stars. Reinforce the front, protect your healer, or save a matching hero for the next merge.

Actual native development gameplay capture in Copper City, showing the battlefield, heroes and six reserve slots.

Gameplay capture from the native development build: Copper City.

Want to help shape the opening? I'm looking for 5–10 volunteer players to try it for 15–30 minutes. Strategy/merge fans and complete newcomers are both welcome. You don't need to finish the campaign; the first three stages are enough.

Play Lightward free → https://truemeat001.itch.io/ngame

Try the first five minutes without a walkthrough, then play freely. A short reply here or a comment on the game page is all I need:

  • How long did loading take? Which browser/OS did you use?
  • Where did you first feel unsure what to do?
  • Did recruiting and merging make sense?
  • What felt fun, boring, or frustrating in the first three stages?
  • Would you keep playing? If you stopped, what made you stop?

This is a playable work in progress. The uploaded package is about 110 MB, so the first load may take a while. Saves stay in your current browser. Gameplay reporting is optional; you can play either way. The game uses AI assistance in development and asset creation.

Honest first impressions are welcome, in English or Chinese. Thanks for giving the lantern road a try!

B29

The game took about 20 seconds to start on Chrome - Desktop PC. It never failed at any stage.

N/a

Merging took me a second to figure out but everything else made sense - perhaps a small note like you have for recruit etc. would help

The enemy having a healer in stage 3/4 was quite frustrating but not because it was healing, more so because I was unable to target the healer instead of only attacking the slimes in the front. I actually ended up getting stuck on Level 4 because I couldn't out-damage the healing with a Level 2 Guard, 2 Level 3 Mages and a Level 2 Healer. I killed 1 slime, but with 2 remaining the healer's heals were too much.

As mentioned above I got to Stage 4 - I would definitely be interested in playing some more in the future!

I've also got a playtest up - no pressure to do so - but if you wanted to take a look it would be hugely appreciated.


Hope this helps!

Thanks for giving B29 a try, wburd, and for the detailed feedback! It's helpful to know that it started in about 20 seconds on desktop Chrome without loading failures.

A short merge hint sounds useful, especially since the other actions already have prompts.

The Stage 4 healer fight is the main concern in your report. With the party you described, being stuck attacking the front slimes without a clear way to deal with the healer sounds frustrating. The exact party composition is useful for checking the encounter balance and how targeting is explained.

Do you remember whether your two Mages were in the front or back slots when you got stuck? That would help reproduce the situation.

Thanks again—I'm glad you'd be interested in playing more! You're welcome to share the link to your playtest too.

(+1)

After playing for a while I realised I could hover over the enemies and it showed they had a large magical resistance so i replaced them with rangers which made it make a LOT more sense.  I think a hint perhaps saying this would make that little tidbit of information easier to find and adapt your team to.

https://wburd.itch.io/stack-and-sigil is my link :)

  • 加载大概两、三分钟,浏览器是 Chrome ,等起来,倒不觉得太久。
  • 打到第四关的时候有点卡。但抽到弓箭手,直接打后排,难度马上就降下来。
  • 招募没有问题。合成的部分,游戏里可能需要加个说明,我看了上方玩家的的回覆,才去试这个机制。另外知道还在原型阶段,不过如果敌方角色的特性也能说明一下,会比较好决定用什么策略。
  • 会继续玩。有玩到枪兵,但用起来总觉得不如守卫加弓箭手的组合顺手。如果招募时,能有更多选择会更有动力,希望能开放更多角色一起上场。

谢谢你认真试玩,也谢谢加载时间和 Chrome 的信息!

第四关抽到弓箭手后明显好打,这个反馈很有帮助。不过合成要看别人的回帖才发现,说明游戏内提示还不够清楚;敌人特性也应该让玩家更容易看懂,而不是靠猜。

枪兵不如守卫+弓箭手顺手,我会结合不同关卡和阵容继续测试,看看是角色定位没表现出来,还是实际强度、适用场景不足。更多招募选择和上场角色的建议也记下了。

新一轮网页测试版正在收尾,上线后会在这个帖里更新。如果你继续玩,欢迎告诉我从哪一关开始觉得重复,或者哪种阵容让你觉得特别有意思。这些对调整后续内容很有用!

Tried the web build on desktop Chrome. It enabled with no fuss after the first load.

My read, one line: stage 4 isn't a balance wall yet, it's a legibility wall.

What I saw. The staging screen, where you choose your party, shows your roster, your six slots, and three hints. It shows nothing about the enemy you're about to face. So the party choice gets made blind.

Then in the fight the answer is there but hidden. wburd found half of it by accident: "after playing for a while I realised I could hover over the enemies and it showed they had a large magical resistance." Promoter found the other half: a Ranger that hits the back row, which is also a rule you only learn by trying it.

Both volunteers cleared stage 4 the same way: by discovering a rule the game was keeping. That's the pattern, and it isn't the encounter numbers. A blind party choice meets a hidden counter, and the player reads the loss as "I'm not strong enough" when it was really "I didn't know the rule."

Test I'd run: hand a fresh player stage 4 with no outside reading. If they can't clear it, it's legibility, not tuning.

The fix that follows: show the enemy's composition and traits on the staging screen, where the choice is made, instead of on hover, where the fight is already lost. The merge hint belongs in the same pass. The current hint sits in a corner next to two lines of flavor text, so it reads as atmosphere, not instruction.

Caveat, so you know which part is mine: I loaded the build and read the staging screen and this thread. I didn't clear stage 4 myself. The stage 4 specifics above are wburd's and Promoter's, quoted.

AI-assisted first-session feedback from NextGenRunGames (desktop Codex in-app browser on Windows). I cleared Stage 1 (3/3 waves) after reading the recruit/select cue, then trained Guard and entered Stage 2. The Stage 2 cue changed to “Position the ranger behind a guard,” but the stage started immediately with only the Guard and 0 battle coins. On one retry I reached the recruit choices around wave 2; while I was reading the cue and trying to select a Ranger, the run ended after “Active area empty for 4 seconds” (1/3 waves, +2 stones). That may be my slow first-time input rather than an encounter issue. Would a short setup pause or a clear “battle continues while choosing” cue at Stage 2’s entry help new players understand the timing? I stopped in Stage 2, so I haven’t tested later stages, mobile, or the full campaign.