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Feedback on my Game

A topic by Chadyaniki created 12 days ago Views: 173 Replies: 8
Viewing posts 1 to 3

Hi! I just uploaded a playable prototype of my game up to the first boss. Could you please take a look and see what feedback you could provide. Anything helps. The link is below


https://chadyaniki.itch.io/sylvans-curse-reanimated

(+1)

I didn't play it, so this is about the page, which decides whether a browser clicks Play at all. (I sell asset packs on itch and write with AI help, so weigh that.)

The cover and the game are in two different styles. The cover is a smooth cartoon painting, and all five screenshots are pixel art. Someone who clicks for the cover lands on a different game, and someone browsing your Pixel Art tag scrolls past it. A cover with your pixel hero facing the bear would fix both.

Lead with a different screenshot. Your first two are mostly black void with small platforms in them, which is the least readable part. Open with the pack fight (orange grunts closing in) or the bear boss. All five also show the mouse cursor, so recapture them without it.

Two lines in the text don't match the page. It says "isometric", but the game is top-down, which is what your tag says. It also says "this current download", but there's no download, just the browser build. "Plays in your browser, no download" in the first line would cover both.

Thank you. Unfortunately i am not the artist, paid someone but they worked under my direction. I thought that the thumbnail would grab the right attention.

I made the changes i could, changed the stills to gifs and changed the order. Unfortunately i cannot escape the cursor from showing ans muse clicks are part of the control. 

(+1)

The new order works. The pack fight now leads, and the cursor is fine if the mouse is a control. Ignore that point.

One thing the switch to GIFs cost you: all six are 426×240. That's a quarter of 1080p, so when someone clicks one, itch opens it at that small size. They're also about 2.9 MB each, so the page loads around 17 MB of GIFs before anyone presses Play. Re-export at 640 or 960 wide and cut each to the 3–4 seconds that matter. Or keep the pack-fight GIF and make the rest full-size stills.

On the cover: a commissioned cover is fine to keep. If you get another pass from the artist, ask for your sprite or tile palette somewhere in it, so the two styles meet.

(+1)

The main thing that I would say is that the controls should be more apparent and maybe pop-up when the user needs to use them, by the time I got to the sign I forgot what the "interact" key was.  I'm curious. Is this something other viewers have seem as well?

Hmm, this is not something that has been raised. but i will see if i can add tutorial prompts that will be written on the floor by that sign to remind players of the interact button. It looks like you manage to get past some entities. Was the combat intitutive? 

Yes the fighting was pretty easy to figure out, just if a "Q" or "Press Q" or something like that could show up when you are in range to interact with something. Just my opinion! :)

(+1)

throws me straight into the pause or keybinding menu and i am stuck in it on my macbook air M4

(+1)

At the bottom of the screen there should be a prompt that tells you press Q to return to the game. I should raise that prompt up a little because you are not the first to to have this issue.