Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Help: CrazyGames rejected my web physics puzzle ("quality does not meet expectations"). Looking for brutal honest feedback on what I'm missing!

A topic by elysianx138 created 11 days ago Views: 386 Replies: 6
Viewing posts 1 to 4
(1 edit)

嘿,开发者们!

我最近向 CrazyGames 提交了我的轻量级浏览器游戏(Derpy Blobs——一款软体弹跳合并益智游戏),但刚刚收到了他们标准的拒绝信:“游戏的整体质量尚未达到我们平台的预期。”

作为一名专注于 2D 物理效果和保持整个资源占用极轻的独立开发者,我老实说对哪些方面不足之处不太了解。

是缺乏动态引导流程?音效不够完善?用户界面/游戏结束流程有问题?还是QA人员在试玩之前就把它标记为又一款平庸的合并克隆游戏?

您可以直接在此处尝试浏览器版本(无需下载):

https://elysianx138.itch.io/derpy-blobs

请不要有所保留——任何关于演示、第一分钟体验或商业准备方面的尖锐批评对我都意义重大。提前感谢!

(1 edit)

Crazy Games has a "soft launch". This means that it is based on the ~500 players who played it on CrazyGames. I would like more information on your basic launch stats, such as playtime, retention and others. Also, the Blobs are far too small to cause you to get to gameover. 

Just checked my dashboard—all metrics (plays, retention, playtime) are completely blank (⁠-⁠).

It looks like it didn't even pass the initial manual QA check to enter the 500-player trial pool!

Your point about the blobs being too small to trigger a Game Over is almost certainly what triggered the instant rejection. The reviewer probably felt the game had no fail state and looked like an incomplete prototype.



I reached Derp King by spamming.

Thanks so much for testing this out—this feedback is super helpful!

I honestly hadn't realized players could reach the final Derp King just by spamming clicks. That definitely explains why the pacing and challenge fell apart.

I'm going to immediately rework the gameplay balance

Once these adjustments and polish are in place, I plan to resubmit the game to CrazyGames!

I'll push an updated build to this Itch page first. If you happen to have a couple of minutes then, I'd really appreciate your thoughts on the new feel. Thanks again!





Hi! Played a few rounds in the browser — honest impressions:

1. First minute: everything was clear right away. It's a familiar merge formula, so I didn't need a tutorial to get going.

2. Sound, UI and game over: they felt fine to me — nothing broke, nothing confused me.

3. Is it "just another merge clone"? Honestly, no. The art style is really nice and gives it its own personality, and the SHAKE feature is an interesting twist that I haven't seen in other merge games. Those two things make it stand out.

So from a player's side I don't see an obvious "quality" problem — maybe it's more about how quickly the reviewers could see what's unique. Showing the SHAKE mechanic and the art in the first seconds (and in the cover/screenshots) might help. Good luck with the next submission!

Thank you so much for taking the time to play and for this encouraging feedback! It really made my day and means a lot to me as a solo dev. I'll make sure to highlight the SHAKE mechanic on the cover and early in the game as you suggested. Truly appreciate your support!