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Lossless – a teleport arrival-desk game for phones. Looking for feedback on the first 10 minutes

A topic by simplefunction.lab created 17 hours ago Views: 31 Replies: 4
Viewing posts 1 to 3

Hi! Lossless (working title) is a short narrative game for phones: a system called IDA scores each passenger at a teleport arrival desk, and you decide whether to go with its call or override it.

Project: https://simplefunctionlab.itch.io/lossless-working-title-playtest

Feedback I'm looking for:

1. Does the first minute make sense with just the in-game hints?

2. Where did you get stuck or lose interest?

3. What did you think of the tools (the papers, the question, the scan flip)?

It's about 40–60 minutes for all 7 days, but notes from just the first 10 minutes help a lot.

(+1)

I checked the opening through four passengers using Codex’s browser controls on desktop, so this is a limited assisted UI/decision-clarity check, not a phone playtest or a human play-feel review.

The two-field pinning tutorial was actionable: comparing Lia Basu with Lia Bsau produced a named violation finding, and I could HOLD that passenger. The next passenger’s records matched, so I could override IDA’s HOLD. That made the distinction between its recommendation and the evidence concrete.

One improvement: the pinned comparison tray shows field labels, but not both actual values. Keeping the two names or numbers visible side by side would let players inspect the discrepancy themselves instead of relying on the MATCH/VIOLATION verdict or remembering the other tab. This mattered for the small Basu/Bsau difference.

I stopped after those four passengers; I haven’t assessed the question/scan-flip tools, phone controls, later story, or balance.

Thanks for the careful pass, and for being clear about what it did and didn’t cover.

You’re right about the comparison tray. It only showed the field labels and the verdict, so with Basu/Bsau you either trusted MATCH/VIOLATION or flipped back to the other tab. That’s fixed in the current build. When you compare two fields, both values now sit side by side under their labels (e.g. “Lia Basu ↔ Lia Bsau”). It doesn’t highlight the changed letters, so spotting the difference is still your job. If you compare a field against a rulebook line, the field’s value now shows next to the rule.

Good to hear that overriding IDA on the next passenger made its call vs. the evidence feel concrete. If you get a chance to try Ask or Blink, or play on a phone, I’d like to hear how those feel too.

(+1)

Hi! I develop mobile games at Capricorn Studioz, so your focus on the first few minutes caught my attention. Having IDA score passengers while letting the player override it sounds interesting. Are you mainly looking for phone-specific feedback on the papers and scan-flip controls, or would desktop feedback on the opening hints also help?

Thanks for asking! Both help.

Some context first: this is still close to a prototype. Only the synopsis is mostly settled, and the visuals aren’t final. So I’m less curious about the graphics right now. What I really want to know is your first impression of the story’s pacing and the game system: IDA scores each passenger, and you decide whether to trust it.

The game is made for phones in portrait mode, so phone feedback on the documents drawer and the scan-flip compare is the most useful to me. Desktop notes on the opening hints are welcome too. If a hint was unclear, came too late, or you got stuck in the first few minutes, that’s exactly what I want to hear. If you reach the end of the demo, the send button on the last screen sends your play log anonymously, which helps a lot.