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bence2001212

6
Posts
A member registered 2 days ago

Recent community posts

Hi! I played Gyra and absolutely loved the concept—if I had played this as a kid, I would have been completely obsessed! It brings back great nostalgic vibes.

Here are a few technical and gameplay notes from my playtest:

  • Initial Lag / Stutter: There was very noticeable lag and stuttering during the beginning of the match/first abilities used. Once things settled, it ran smoother, but the initial performance drop was quite heavy.
  • AI Difficulty & Knockback: Some CPU opponents felt significantly overtuned. Their stats made them almost impossible to knock out of the arena or overpower, which can feel a bit unfair/frustrating.

Awesome work on this prototype, the core concept is super fun!

Hi! I playtested Five Nights at Freddy's NES. The 8-bit retro aesthetic and concept are super cool! However, I had a major note regarding the controls:

  • Mouse Support: Currently, relying solely on keyboard inputs feels a bit clunky for a FNAF-style game. It would be a huge quality-of-life improvement to add mouse click support for interacting with cameras, doors, and lights.
  • Atmosphere: The vibe and execution are great, but smoother mouse controls would make the gameplay much more intuitive and immersive.

Great job on the demake, looking forward to updates!

Thanks for the detailed reply! That makes total sense regarding the browser graphics lag. I'll definitely try out the executable version next time. Good luck with the game!

Hi! I played through Little Lanterns and was really impressed by how smooth and well-polished the overall experience feels. Here are a few notes from my playtest:

  • Performance & Controls: Everything felt very responsive, and the movement/lighting mechanics worked seamlessly. No critical bugs, collision issues, or performance drops encountered.
  • Level Progression & Pacing:
    • Up to Level 20, the game was fairly easy and smooth to get into.
    • The difficulty picked up nicely after Level 20, becoming much more challenging around Level 30.
    • Past Level 40, there were some really creative and fresh ideas added that made the gameplay even more engaging!

Overall Impression: Excellent level scaling, great atmosphere, and solid execution. Fantastic work!

Hi! I really love the concept and the upgrades, it's a very fun take on the genre! However, I encountered a couple of things while playing that could use some tweaking:

1. Mouse Control / Tracking Issue

  • Issue: When moving the mouse quickly, the input sometimes lags or doesn't track accurately to where it's supposed to go.
  • Impact: It makes precise defensive moves difficult during fast-paced moments.

2. Game Balance / Ball Speed Progression

  • Issue: The ball starts off very slow (which is fine for a gradual start), but instead of scaling up smoothly and progressively, the speed jumps suddenly, making the difficulty curve feel erratic.
  • Suggestion: Smoothing out the speed progression curve so the ball accelerates more gradually would make the gameplay feel much more consistent.

Thanks for the cool game, keep up the great work!

Playtest Feedback & Bug Report: Game Balance & Out-of-Bounds Issue

Hi! I played the demo and really enjoyed the concept! Here is some playtest feedback regarding game balance and a critical bug I encountered:

1. Game Balance / Time Slow Mechanic

  • Issue: When activating the slow-motion mechanic to shoot, enemies still seem to shoot far too quickly relative to the player's slowed movement.
  • Impact: Instead of giving a tactical advantage, the slow-motion makes it extremely difficult to dodge or advance as enemy projectiles overwhelm the player.
  • Suggestion: Lowering the enemy attack/projectile speed during the time-slow effect would make the mechanic feel much more rewarding and balanced.

2. Critical Bug: Player Falls Out of Bounds

  • Bug Title: Player falls through the floor into the void at the edge of the map.
  • Severity: Critical (player gets completely stuck and cannot progress).
  • Steps to Reproduce:
    1. Start the game / level.
    2. Walk towards the outer edge/border of the map.
    3. Move past the edge — the character falls right through the floor into the void.
  • Expected Result: Player should be blocked by invisible walls or boundaries at the edge of the map.
  • Actual Result: Player falls out of the playable area into an endless void.

Thanks for the cool demo, looking forward to future updates!