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Barely Playable Games

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A member registered 8 days ago · View creator page →

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You’re welcome! I hope I helped a bit.

Looking forward to your feedback!

Really weird that you’re still attacking me while asking for my feedback.

Good luck on your projects.

This is VERY valuable and I’m very grateful thank you!

Glad I could help at least point you in the right direction!

I appreciate you checking out my game too, please definitely submit feedback on the form I am looking forward to your input as well!

No worries! Gotta take care of yourself and core responsibilities, I understand :)

Thank you so much! Really looking forward to your feedback!

Thanks so much for trying it out!

Would you like to try the full alpha build?

I did not, it was too confusing for me so it was a rather quick drop.

Thanks for checking out my game, I appreciate it.

(1 edit)

That’s very deceptive of you and I don’t appreciate that.

Screenshot of our recent interaction below:

image.png

That’s very deceptive of you and I don’t appreciate that.

image.png

General thoughts

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.

What worked well

  • The memory combat hook gives the game a clear identity.
  • Click-to-move feels like a natural fit for this style of game.
  • I like having things like the lockpicking challenges to break up the main combat loop.

What I would change

  • I would prioritize onboarding and combat clarity. The player should understand what they are supposed to memorize and how to respond almost immediately.
  • I would lean harder into making level 1 feel like a true tutorial, then build the difficulty once the player understands the rules.

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 :)

General thoughts

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.

What worked well

  • The art and overall atmosphere work really well together.
  • The mix of melee, magic, equipment, and other systems gives the combat room to grow.
  • I like that the world encourages exploration rather than feeling like a sequence of isolated fights.

What I would change

  • I would keep prioritizing clarity around secondary mechanics and controls so players do not have to guess what an indicator or interaction is asking them to do.
  • Key rebinding and broader keyboard-layout support would be a good quality-of-life improvement.

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 :)

General thoughts

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.

What worked well

  • The basic three-matching-items concept is very easy to understand.
  • Gradually introducing more food types and limitations makes sense for the progression.
  • The small customer stories are a nice way to give the puzzle loop some personality.

What I would change

  • I would focus heavily on visual clarity, especially making items easy to distinguish quickly on both desktop and mobile.
  • Keep a close eye on the difficulty ramp. I would rather see the challenge build gradually than have additional mechanics pile on too quickly.

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.

General thoughts

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.

What worked well

  • The retro presentation and arcade identity are very clear.
  • The basic controls and objective are straightforward.
  • I like the progression through different rounds, bosses, and additional weapons as a way to build on the simple core loop.

What I would change

  • I would keep the important combat information and power-up behavior extremely clear, especially as the player starts unlocking more options.
  • I would make sure the early difficulty curve gives new players enough time to learn enemy behavior before asking too much from them.

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 :)

General thoughts

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.

What worked well

  • The fortune-teller concept is simple and has a clear atmosphere.
  • I can see the appeal if the goal is more of an experimental interactive experience than a traditional game.
  • The 3D presentation gives it more personality than a basic card-reading interface.

What I would change

  • I know you disclosed that the browser version has issues and needs to be played in fullscreen, but I would still prioritize fixing that as soon as possible. I had to refresh multiple times, and that level of friction made it hard for me to even want to continue playing.
  • I would think more about the core game loop. Right now it reminds me a little of some early VR experiences that were more about being inside an interesting scene than actually playing a game. If that is the direction you want, I think you are on the right path. If you want it to feel more like a game, even an experimental one, I would explore giving the player more meaningful interaction or progression.

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 :)

Yes, I have hand issues so I use speech to text and use AI to clean it up.

General thoughts

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.

What worked well

  • The dating-app concept is easy to recognize and has room to be fun.
  • The short format makes it easy to try without much commitment.
  • I like that it is playable directly in the browser.

What I would change

  • My first impression was that the UI and icon styles feel too inconsistent. There are several different visual styles competing with each other, and it makes the game feel more amateurish than it needs to. I would rather see a much simpler, more cohesive set of icons and UI elements.
  • The core loop and objective need to be clearer. The concept seems promising, but I was not always sure what I needed to do or what counted as progress. I would spend more time fleshing out the basic flow before adding more complexity.

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 :)

General thoughts

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.

What worked well

  • The short, focused format works well for getting a feel for the concept quickly.
  • I like the atmosphere and the direction you are taking with the horror presentation.
  • Having keyboard, controller, and browser support makes it easy to jump in.

What I would change

  • The black screen at the beginning lasts too long without any visual information. If I had not had my audio on, I genuinely would have thought the game was frozen or completely broken.
  • I understand that the darkness and breathing are there to establish a mood, so I would not necessarily remove it. I would just give the player some indication that the game is intentionally running. Even a subtitle such as ”[heavy, strained breathing]” would preserve the atmosphere while also improving accessibility and making it clear that something is happening.

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 :)

Thanks for your feedback!

Curious, did you have a favorite bae?

General thoughts

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.

What worked well

  • Very easy to understand: stack the toys, reach the line, keep everything stable.
  • The physics feel pretty tight and satisfying to use, which is probably the strongest part of the experience.
  • The short level structure works well for something you can jump into quickly in the browser.

What I would change

  • I would make the rotation/grab behavior slightly clearer in the first level, since that is the main interaction that is less obvious than dragging.
  • The UI could be tighter and more focused. Right now it feels a little spread out, and I think bringing the important information and controls closer together would make the screen easier to read.

Your questions

  1. Is the core stacking loop fun?
    Yes. The physics are satisfying enough that placing and balancing the objects feels good.

  2. Did you want to keep playing through all 8 levels?
    Yes. The short levels and quick resets make it easy to keep going.

  3. 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 :)

General thoughts

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.

What worked well

  • The store + delivery combination gives the game a clear identity.
  • I like that preparation is not timed, so the pressure comes from the decisions you make rather than rushing through menus.
  • The two-day demo structure works well for showing the guided experience first and then giving the player more control.

What I would change

  • The first few minutes still feel like a lot of information at once. I would simplify what is visible initially and reveal secondary information as the player needs it.
  • I would keep working on UI hierarchy and readability, especially making the most important controls and information immediately stand out from everything else.

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 :)

General thoughts

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.

What worked well

  • Strong core concept. Building around the resources on the map gives placement some actual thought.
  • The incremental progression starts to feel satisfying once things begin to ramp up.
  • The overall presentation is clean and fits the relaxed strategy/incremental style well.

What I would change

  • More onboarding would help a lot. A very short tutorial explaining the basic placement and upgrade loop would make the opening much easier to understand.
  • I would look at the early pacing and economy. The beginning feels a little slow and restrictive before the progression starts opening up.

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 :)

General thoughts

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.

What I liked

  • The claw mechanic opens up movement and interaction beyond basic platforming.
  • I like the simple retro visual style.
  • Glad to see it playable directly in the browser.

What I would change

  • I would make the tutorial / How to Play information extremely obvious upfront, especially since the claw has several uses that may not be immediately apparent.
  • Keep prioritizing the feel and clarity of the controls since movement is such a big part of the experience.

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.

Thanks for giving it a try!

Producing music is my first love, so glad you enjoyed it!

Would very much appreciate you submitting the feedback form, you don’t have to answer everything!

https://forms.gle/fsJrAZDhJtP1CFXX8

General thoughts

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.

What I liked

  • The visual style is easily the standout for me. It has a strong identity and feels polished for a prototype.
  • The grid, abilities, enemies, and surrounding UI make the game look like there could be a good amount of tactical depth here.
  • The core presentation was interesting enough that I wanted to experiment and figure it out.

What I would change

  • Even for a prototype, I think some kind of short tutorial or additional guidance would help a lot. I could see the available actions, but I was not immediately confident about how all of the systems fit together or what I should be prioritizing.
  • I would keep the guidance lightweight rather than overexplaining. Just enough to get a new player into the loop and then let them learn naturally.
  • I would also recommend linking directly to the game/prototype you want feedback on instead of your profile page. Removing that extra step makes it much easier for people to jump straight in and test the right thing.

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 :)

General thoughts

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.

What I liked

  • Clean, colorful presentation
  • Clear mobile-friendly identity
  • Simple progression concept
  • I like the overall idea of a lightweight survivor-style game without ads, gacha, or unnecessary friction

What I would change

  • I would prioritize making the movement feel immediately intuitive. If the current behavior is intentional, I would communicate it more clearly. If it is not, I would revisit the control feel.
  • Keep the progression and upgrade information as easy to understand as the rest of the presentation.
  • Continue leaning into the simplicity of the concept rather than adding complexity for its own sake.

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 :)

General thoughts

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.

What I liked

  • The puppet, mask, and theater concept gives the game a distinct personality.
  • Combining masks to change how you move is an interesting foundation for both platforming and experimentation.
  • The writing and presentation seem to be a strong part of what is pulling players in.
  • Glad to see a browser version available alongside the downloadable build.

What I would change

  • I would keep focusing on making the movement and controls feel as responsive and intuitive as possible, especially because the mask abilities are the heart of the game.
  • UI feels sluggish and I was started to get impatient.
  • Make sure the different masks all feel meaningfully useful and give the player good reasons to experiment with combinations.
  • Keep improving clarity around where to go and what the game expects from the player, particularly during the earlier levels.
  • The browser version has had some performance and input issues reported, so I would continue treating stability there as an important quality-of-life priority.

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 :)

General thoughts

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.

What I liked

  • The basic loop of send units, earn souls, gamble for upgrades is very easy to grasp.
  • The casino has a strong visual identity and feels like the natural centerpiece of the game.
  • Glad to see it playable directly in the browser, especially for an early prototype.
  • I think there is a good foundation here for satisfying incremental progression if the upgrades and gambling choices get deeper.

What I would change

  • Make the slot machine more understandable and satisfying. A payout table or clearer explanation of what each symbol/result means would help a lot.
  • Make the lever and other interactive elements more obviously clickable with hover, glow, or animation feedback.
  • Make it clearer when and why I should visit the casino. Right now the strategy and gambling layers feel a little disconnected.
  • Push the gambler fantasy further so the whole game feels built around risk, luck, betting, jackpots, and consequences rather than just having a slot machine as one system.
  • Show more of the upgrade paths ahead of the player. Even if they are locked, seeing what I am working toward would give the progression loop more pull.
  • Add a clearer win state or milestone so I know what I am ultimately building toward.
  • I also like the suggestion of settlements eventually retaliating or creating pressure. Right now the map feels fairly passive, so adding resistance could make sending units feel like more of a strategic decision.

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 :)

Bump

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:)

Playtime About 15 minutes

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.

  • Always glad to see more games built with Godot. This feels like a very clean, understandable project and honestly seems like a great example to learn from if someone wanted to study a focused physics-based game.
  • The basic concept was very easy to understand. Thrust, rotation, momentum, landing, and failure all communicate pretty naturally once you start moving.
  • I would make the instructions slightly more beginner-friendly. I understood the arrow controls immediately, but I had no idea what RCS meant going in. I was able to figure it out from context, but spelling it out as something like “RCS / attitude control thrusters” the first time would remove that little bit of friction.
  • I did encounter what appears to be a repeatable freeze on Chrome in Windows 11. At first I thought it was random because I could not consistently reproduce it, but after trying again it seems to happen when I spawn and press W. The game appears to get stuck or freeze at that point. I would definitely investigate that input path specifically.
  • The HUD and feedback are generally clean. I would still prioritize making the most important flight information and safe-landing requirements immediately readable, especially for people who do not already know the terminology.
  • I like the damage and failure presentation. Having the lander physically break apart gives unsuccessful attempts more personality than simply resetting the mission.

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.

Hey, where am I supposed to find your game again?

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!

First impressions

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.

  • The core concept is really strong. Combining possession, photographs, fragmented memories, and a missing-person mystery feels like a very natural fit for an escape game. The photography studio also gives the puzzles a cohesive theme instead of feeling like a collection of unrelated riddles.
  • The presentation is one of the stronger parts. The darker photography-studio setting, portraits, old equipment, and photo-development imagery all reinforce the mystery well.
  • I like that the photographs are not just story collectibles, but are actually part of the puzzle language through negatives, anomalies, codes, and memory challenges. That gives the game a clearer identity.
  • I would continue prioritizing quality of life and puzzle readability. I generally think the player should spend their effort solving the mystery, not figuring out whether something is clickable, whether they missed an interaction, or whether the interface is hiding information from them.
  • Because so many of the puzzles depend on visual information, I would be especially careful about image scaling, responsive layouts, and clue visibility. A normal UI bug is annoying, but in a game like this a missing or misaligned image can make a puzzle literally impossible to solve.
  • Related to that, I saw that some players previously ran into missing images or shifted room artwork in the browser/desktop version. It looks like you have already been actively fixing those issues, which is great. I would just keep regression-testing different browser sizes and aspect ratios because the visual clues are too important for layout problems to slip through.
  • The half-second visual-memory style puzzles are an interesting idea, but I would make sure players have a reasonable way to retry them. Memory can be the challenge, but accessibility or simply missing a flash should not force unnecessary frustration.
  • I also like having hints available. For this kind of game, I would rather have an optional hint system that keeps someone moving than have a player quit because they cannot tell whether they are stuck on the puzzle or fighting the interface.

Browser version

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 :)

(1 edit)

Playtime About 20 minutes

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.

  • The atmosphere is strong. The Moroccan setting gives the game a distinct identity, and I really liked the tea pouring interaction at the beginning. Small tactile moments like that help pull me into the environment.
  • The Teapot Man sequence was the standout for me. I especially like that it becomes an actual interaction rather than simply being something strange you spot. More anomalies with their own little mechanics could help the game stand apart.
  • I would prioritize quality of life and clarity wherever possible. The challenge should come from identifying anomalies and understanding the environment, not from figuring out controls or how the game expects you to interact with something.
  • I would keep an eye on visibility in the darker areas. The lighting looks good for horror, but because observation is the core mechanic, I should feel like I missed something because I wasn’t paying attention, not because I physically couldn’t see it. A brightness or gamma option could help.
  • The interaction UI could also be a little clearer. Minimal UI fits the game well, but whatever is shown should communicate its purpose immediately.

Browser build

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.

Thank you