You’re welcome! I hope I helped a bit.
Looking forward to your feedback!
Playtime: about 10 minutes
The memory-based combat mixed with a roguelike RPG is a pretty distinctive idea. I like that you are taking something normally treated as a simple memory exercise and building an actual game around it. Though, I’m pretty bad at games like this so they’re usually very frustrating for me.
Overall, I think the unusual combat concept is the strongest part but I’m not sure if the mechanics are tight/legible enough yet. I would mainly focus on getting new players comfortable with it as quickly as possible.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 15 minutes
There is a lot here for a demo, and the pixel-art Souls-like presentation has a strong identity. The world feels cohesive and there seems to be enough combat and progression depth to keep experimenting.
Overall, this feels much further along than a lot of demos I have tried. I would mostly keep polishing clarity and accessibility around the existing systems rather than dramatically changing the core experience. Tightening the core game loop would be my top priority if I was building this game at least.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 15 minutes
I like the combination of a simple matching puzzle with the late-night convenience-store theme and customer stories. It gives a familiar mechanic a more specific identity.
Overall, I think the cozy presentation and simple puzzle loop work well together. I would keep the experience very readable and approachable as the stages become more complex. Easy understanding is very important to me for cozy games overall.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
I think what I really mean is the pacing of the animations in general could be a little faster. The curtain opening at the beginning feels a bit slow, and the scene transitions also drag a little.
The menu buttons could use more obvious hover/click feedback too, just so it feels more responsive when you interact with something. Little delays like that can add up and make it easier to lose attention.
I’m also running into a pretty frequent bug where I get stuck on a black screen after clicking Play and choosing the first game mode. It seems to happen about every other time.
I’m on Chrome on Windows 11.
I was trying to jump back in and give better feedback on the masks, but I keep hitting the black screen issue so I can’t really get far enough right now.
Playtime: about 10 minutes
The classic arcade shooter inspiration comes through immediately. It feels very focused on delivering that older arcade experience rather than trying to reinvent the genre completely.
Overall, this feels like a focused tribute to classic arcade shooters. I would mostly keep polishing readability and progression so the simplicity stays approachable while the later rounds provide the challenge. Fleshing out the core game loop further would be a good use of time too.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 10 minutes
I think the core concept is interesting, but the current browser experience created too much friction for me to really settle into it.
Overall, I think there is an interesting idea here, but I would focus first on making the browser experience reliable and then deciding how much you want this to be an interactive experience versus a more traditional game.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 5 minutes
The hook and concept seem like they could be interesting, but right now the experience feels underdeveloped and it was not very clear to me what I was supposed to be doing.
Overall, I think there is an interesting idea here, but I would focus first on visual consistency and clarity of the core experience. A cleaner UI and a more obvious player goal would make a big difference.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 15 minutes
I like the survival horror direction and the atmosphere you are trying to build. The prototype feels focused, but there was one opening presentation choice that confused me quite a bit.
Overall, I like the aesthetic you are going for. I would just be careful that atmospheric ambiguity does not become technical ambiguity. The player can wonder what is happening in the story, but ideally they should never be wondering whether the game itself is working.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 10 minutes
Very simple concept, but it works well for a quick physics puzzle game. The goal is immediately understandable, and the colorful toy-box presentation fits the gameplay nicely.
Is the core stacking loop fun?
Yes. The physics are satisfying enough that placing and balancing the objects feels good.
Did you want to keep playing through all 8 levels?
Yes. The short levels and quick resets make it easy to keep going.
Would you play more levels if there were more?
Probably yes, especially if later levels keep introducing new shapes or slightly different challenges without overcomplicating the core idea.
Overall, this is a clean little game that understands what it wants to be. I think the simplicity is a strength here, so I would mostly focus on UI polish and keeping the controls immediately intuitive.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 10 minutes
I like the combination of store management and delivery routing. The concept makes sense quickly, and there is enough going on that I can see the planning side becoming satisfying once everything clicks.
Overall, I think the concept is solid. My biggest focus would be making the onboarding and interface easier to scan so the player can get into the management and routing decisions without having to work as hard to understand the screen.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Playtime: about 20 minutes
I like the core idea. The incremental city-building loop is easy to understand once it gets going, and there is enough placement and progression strategy here to make me want to experiment.
Overall, I think there is a solid foundation here. I would mostly focus on getting new players through the first few minutes more smoothly so they reach the more satisfying part of the loop faster.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Quick one, but I think the claw/grappling-hand mechanic gives the game a fun identity beyond being another platformer. The retro presentation also fits it well.
Overall, I think the claw is the thing to keep building around. It is the mechanic that makes the project memorable, so I would make sure players understand it quickly and then give them plenty of opportunities to experiment with it.
I really like the art direction. It immediately gave me a sort of Diablo meets Loop Hero feeling, and the overall presentation made me want to understand what was going on.
Overall, I think the presentation is already doing a lot of work for you. The main thing I would focus on is making the first few minutes easier to understand so players can get into the actual strategy without having to first figure out how the game works.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
I like the presentation, overall concept, and direction of the game. The mobile-first approach is clear, the UI is clean, and the progression structure makes sense for this kind of experience.
The biggest issue I ran into was the movement controls. I am not sure if I was misunderstanding how they are supposed to work, but movement felt strange enough that I could not always tell whether I was moving in the direction I intended or somehow steering against it. That made the core gameplay harder to read than I expected.
Overall, I like the ideas and presentation quite a bit. The main thing holding the experience back for me was that I never fully felt comfortable with the movement, and since movement is such a central part of the game, I would probably focus there first.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
The mask system is a strong core idea. Giving each emotion a different movement ability and letting players combine them gives the platforming a clear identity, and I like that the masks also tie into the story and performance theme.
Overall, I think the strongest thing here is the mask mechanic combined with the theatrical theme. There is a lot of personality in the concept, and I would keep building around that while making the movement, level flow, and mask choices as clear and satisfying as possible.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
The strategy + incremental + slot machine idea is easy to understand, and I like that the gambling mechanic is tied directly into progression instead of feeling like a separate minigame. The presentation also has a lot of personality for such an early prototype, especially the casino UI and colorful map.
I also do not know your target platform or audience, but the overall presentation definitely gives me mobile game vibes. That could be a good or bad thing depending on what you are aiming for, but it was one of my immediate impressions.
One other thing I noticed is that I do not feel like the gambler theme is expressed strongly enough yet. The slot machine is there mechanically, but the broader fantasy still feels more like a strategy/incremental game with gambling layered on top. If “NecroGambler” is the core identity, I would push that theme harder across the map, upgrades, terminology, risk/reward decisions, and progression.
Overall, I think the core idea is understandable and has potential. I would focus most on making the gambling feel more central to the game’s identity, making the slot outcomes satisfying, showing future progression, and adding more tension to the strategy layer.
Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl
Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8
Let me know if you’d like an invite to try the invite-only full alpha build :)
Reminder to give mine a try as well! https://barelyplayable.itch.io/blade-baes-brawl
When you circle back to mine, please do use the feedback link: https://forms.gle/fsJrAZDhJtP1CFXX8
Also feel free to drop your discord/contact info if you’d like to try the full build:)
This is not really my genre or topic area, so I am definitely coming at this as a newer player rather than someone already familiar with lunar lander games.
I also appreciate that it is playable directly in the browser. For small experimental games and playtests, being able to click and immediately start playing removes a lot of unnecessary friction.
Overall, I think this is a very clean and understandable concept and a strong focused project. It seems like the kind of game that could be especially rewarding for someone who enjoys mastering precise physics and improving their landings over repeated attempts. Personally, though, after about 15 minutes I felt like I had seen enough of the core experience and I probably would not come back to play it again. That is likely more about the genre not being for me than a major issue with the execution.
Tried your game again and left a longer comment of my thoughts on the main game page!
When you circle back to mine, please do use the feedback link: https://forms.gle/fsJrAZDhJtP1CFXX8
Also feel free to drop your discord/contact info if you’d like to play my full game :)
Took another run at this!
Again, this is not usually my genre, so I tend to look pretty heavily at how easy the game is to understand and navigate without already being familiar with escape-room conventions.
I think having the game playable directly in the browser on itch is absolutely the right call. Removing the download/install step is especially valuable for a free indie game because someone can go from seeing the page to actually playing within seconds.
I would keep treating that browser build as a first-class version rather than only a convenient demo, though. Since this game relies so heavily on photographs and exact visual clues, responsive scaling and asset loading need to be extremely reliable across desktop and mobile sizes. The comments show that broken image paths and shifted layouts have already caused players to get stuck, so this is probably one of the highest-value technical areas to keep testing.
Overall, I think the concept has a lot going for it. Photographs, possession, memory, and detective work all reinforce each other really well, and the photography studio gives the game a strong thematic foundation. Most of what I would focus on from here is making sure the interface and browser presentation stay completely out of the player’s way so all of their attention can go toward the mystery and puzzles themselves.
Left a comment of my thoughts on the main game page!
When you circle back to mine, please do use the feedback link: https://forms.gle/fsJrAZDhJtP1CFXX8
Also feel free to drop your discord/contact info if you’d like to play my full game :)
This is not usually my genre, so I’m sure it took me a little longer than someone already familiar with anomaly detection games to figure things out.
One bigger recommendation would be a browser-playable itch build if your Unity project supports WebGL reasonably well. Especially for a free demo, I think removing as much friction as possible is important. There is a meaningful difference between someone seeing a game and clicking Run Game immediately versus deciding whether they want to download and install something first. I would keep the downloadable version available too, especially if it performs better, but a browser option could get substantially more people through the door.
Overall, I think the game already has a strong identity. The Moroccan setting and atmosphere are memorable, and the more interactive anomalies feel like the most interesting direction to keep pushing. Most of what I would focus on from here is reducing friction and making everything surrounding the actual puzzles as intuitive as possible, so players can spend their time playing the game rather than figuring out how to play the game.
Left a comment of my thoughts on the main game page! Good stuff, thanks for letting me try it.
When you circle back to mine, please do use the feedback link: https://forms.gle/fsJrAZDhJtP1CFXX8
Also feel free to drop your discord/contact info if you’d like to play my full game :)
I played for about 1 hour and 40 minutes. Admittedly, this isn’t really my typical kind of game, so I’m sure some things took me longer than they would for someone more familiar with this style of exploration/puzzle game.
The atmosphere is definitely there. The environment, sound, and overall mood do a good job making the world feel unsettling and worth exploring.
A few things stood out to me mostly from a quality-of-life perspective. I initially felt like I wanted the camera zoomed in a little more because at the default distance I sometimes found smaller environmental details difficult to read. I went back and reread the description afterward and saw that F3 already lets you zoom in and out, so the functionality is there. I’d just make that option much more obvious to the player.
That’s probably the broader theme of my feedback. I tend to value quality-of-life pretty heavily in games. I don’t think the player should have to work very hard to figure out how to play the game. Ideally, their effort should be going toward actually playing it, understanding the world, and solving the intended challenges. Difficulty coming from a puzzle or mystery is interesting. Difficulty coming from not knowing a control exists, where information lives, or what the interface is trying to communicate tends to feel more like friction.
The dialogue pacing also felt a little slow for me. I know you can fast-forward the scrolling text, but even fast-forwarding still takes a while. If you’re attached to the typewriter/scroll effect, maybe the first input could speed it up and a second input could immediately reveal the entire line. That would preserve the presentation while letting faster readers move at their own pace.
I also want to reinforce some of the things other commenters have already mentioned because I ran into similar feelings rather than wanting to repeat them as completely separate issues. Knowing what actually advances the main story versus what is optional can get a little unclear, and once that happens exploration starts turning into repeatedly checking places you’ve already visited. I like having to figure things out, but there’s a point where I stop feeling like I’m solving a mystery and start wondering whether I simply missed an interaction or whether something changed somewhere I already searched.
Related to that, stronger navigation and information-management tools would help a lot. A clearer indication of where you currently are on the map, better differentiation of notes/documents, and some way of recognizing newly relevant information would reduce the amount of mental bookkeeping without necessarily making the puzzles easier.
Overall, though, the atmosphere and mystery were strong enough that I kept playing much longer than I initially expected. Most of my friction was less about the underlying concept or difficulty and more about readability, pacing, discoverability, and knowing where to direct my attention next.