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DronePixel playtest: are the separate drone controls, cover and changing tide clear?

A topic by Onepixelsoft created 17 days ago Views: 163 Replies: 7
Viewing posts 1 to 4

Hi! I'm developing DronePixel and would appreciate a short first-time playtest focused on clarity, rather than just whether you win.

Playable BETA: https://onepixelsoft.itch.io/dronepixel. It runs in the browser and is single-player with seven bots. A keyboard and mouse are recommended.

The idea is to move your character into cover while aiming an independent drone with the mouse. Scenery can be destroyed, firing briefly exposes you, and the tide rises and falls around the island.

Three things I'd like feedback on:

  1. Separate movement and aiming: after the tutorial, is it clear that WASD moves the character while the mouse controls the drone's attack? Which action feels awkward or unclear?
  2. Cover and exposure: can you tell when you are hidden, when firing reveals you, and why you become visible again? If an indicator is confusing, please describe the moment.
  3. The tide: do the water changes make sense visually? Does it feel natural to find a new route as water rises, then return to land as it falls? Any disconnected water edges or objects that look incorrectly submerged would be useful to know about.

Even one observation from your first few minutes would help. Please include your browser/device and what you were doing when a problem happened. I plan to keep updates and further questions in this topic.

Quick controls: WASD move, mouse + left click fire, right click/Q switch weapon, Space jump or dive in water.

Gameplay screenshot from the published itch.io build:

DronePixel gameplay screenshot from the published browser BETA

Credits: licensed LimeZu environment/character assets and CC0 audio. AI tools assisted with parts of the code, text and promotional cover; full credits are on the game page.

(+1)

Played DronePixel. I jumped straight in without much setup, started gunning and running, and it felt good right away. The movement and shooting feel nice. I didn't dig into the cover and tide systems, so I can't speak to those, but the first-minute feel is solid. Fun game. If you get a minute, I'd love your honest take on mine too: https://yokindo.itch.io/rollback

I like the game's premise, but since it's text-based, I'd appreciate some kind of translation into multiple languages so I could give you more feedback.

(+1)

Just played it! Honestly the shooting feels great, every shot is really satisfying. And the way you move around gave me old-school Pokémon vibes, loved that.

Two things I ran into:

- At first WASD didn't respond at all (QWERTY keyboard, Microsoft Edge), I couldn't move. Maybe show the controls on screen or add arrow keys as a backup?

- "Restart match" in the Escape menu doesn't do anything for me.

Keep it up, it's fun!

Thanks for the feedback, I'll make those changes

(+1)

PS: I'm also looking for testers for a tool that lets you play Subway Surfers with your body through the webcam: Subway Camera by Mouvlab-Game

Hello, it's asking me for a password.

 mouvlab