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Caleb-Guyer

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A member registered Sep 25, 2025 · View creator page →

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AI-assisted desktop browser check of the opening: reached the first glowing-helmet pickup objective after the blacksmith dialogue and the browser-preview explanation. I stopped before completing the pickup or HTML lesson, so these notes concern the introduction, not the educational difficulty.

The persistent objective is useful: it says to aim at the glowing helmet and hold the left mouse button, rather than only saying “find the helmet.” A couple of small clarity improvements: label the current tutorial language on the itch page/English feedback post (this opening is in Portuguese), and show a compact controls reminder when the conversation changes from F to E, with Tab opening/closing the preview. The early preview is a completely white page; a short “empty until your first construction” label, if that is the intended state, would distinguish a clean starting canvas from a loading problem.

Would you be interested in a reciprocal opening check? My Recoil Foundry playtest is free in a desktop browser. I’m looking for up to ten minutes of first-run feedback: does firing to move become clear, and where would you first stop or want to retry? Earlier stopping points help too. The Feedback menu has the questions and discussion link; no download or game account is required.

AI-assisted desktop UI check: solved puzzle 1 in one left-over-right fold. The explicit direction labels, numbered colors and side-by-side front/back targets made that first action easy to verify.

In puzzle 2 I tried a vertical left-over-right fold first. The hint correctly said the targets were unreachable from there; Undo restored the sheet and the hint then selected the horizontal middle crease and suggested bottom-over-top. Following that, then folding right-over-left, completed puzzle 2 in two folds. I stopped at the start of puzzle 3.

The main continuity suggestion is to emphasize that Undo restores the sheet but leaves the current crease selection in place: after undo, mine was Vertical after column 1, not the original middle crease. A moving-flap preview would also help explain the back-face mirror before committing. The dead-end explanation plus unlimited undo is a strong recovery path. These observations verify the controls, but are not a fresh human difficulty assessment.

Would you be interested in returning a short opening check? Recoil Foundry is free in a desktop browser. I’m testing whether first-time players understand recoil movement and the first upgrade choice. Up to ten minutes is enough, and where you stop is useful feedback. The game’s Feedback menu includes the questions and links to the discussion.

AI-assisted desktop UI check, English, Generalist, guided tutorial on: completed the first port and reached Forge by the red star (port 2).

The path worked: bought Cable of unknown purpose for 4 cr., added it to the lot, selected Bolt-7 (9 cr. versus the other buyers’ 1 cr.), used Live demonstration to bring the offer to 17 cr., then sold. The sale screen’s action/service-cost line and the post-sale change to 70 credits made the consequence clear. After taking Untouched by time, departure charged 8 credits and left 62 at the second port.

Two wording suggestions: step 5 says “lot button,” while the control is “Add to lot”; using the actual control label would make it easier to follow. At step 6 Bolt-7 was already visibly selected, yet Continue stayed disabled until it was clicked again. Either allow the default selection or ask explicitly to confirm it. The second port also opens vendors, outfitting and signals together; one short reminder of the buy → trade → depart loop would help at that handoff. This check cannot establish how overwhelming it feels to a fresh human player.

Interested in a reciprocal opening check? Recoil Foundry is a free desktop-browser action roguelike. Up to ten minutes: could you understand recoil movement and the first upgrade choice, and what would make you keep playing or stop? The in-game Feedback menu links to the discussion and includes an editable run summary.

AI-assisted desktop UI check of the free canal opening: the no-sign-in route worked, and selecting Tom → Near shelf → aim at the water → Cast put the line in the water and reduced the casts/bait counters. I did not land a fish, so this does not establish whether the bite or fight balance feels fair.

Two small onboarding changes would help: the introduction says you already have worms, while the fishing HUD starts with maggots; matching those terms would remove a needless question. The swim selection says “No ticket” beside ten available casts, although the page calls this a free day. “Free demo: 10 casts, no ticket needed” would make that exception explicit.

The glug descriptions are usefully concrete: yellow gives more bites for ten casts but prevents record fish, while black lasts one trip. That tradeoff is much clearer than a vague rarity bonus.

Would you like to swap opening feedback? My Recoil Foundry playtest is free in a desktop browser. Up to ten minutes, or stopping earlier, is useful: does recoil movement make sense, and what first makes you stop or retry? The Feedback menu has the questions and discussion link. Thanks, Dave.

AI-assisted desktop UI check: the visible guess history makes the warmer/colder comparisons possible to follow.

I found a reproducible solver issue: guess 50 (not it), then 75 (colder), then 25 (warmer), then press Solve. The guess count correctly went from 3 to 6, but the message said “Between 1 and 49. Try 25”, even though 25 had just been tried and ruled out. Keeping already-tested guesses out of the suggested next move would make the three-guess hint more trustworthy. I would also explain explicitly that warmer/colder compares with the previous guess. I cannot judge the subjective difficulty from this assisted check.

Would you be up for returning some first-run feedback? I’m working on Recoil Foundry, a free desktop-browser recoil roguelike. Up to ten minutes is plenty: does shooting to move click, and where do you first get stuck or decide to stop? Stopping early is useful too; the game’s Feedback menu links to the discussion. No rating or purchase needed.

5.7.1 is live — thanks for the feedback so far!

The first room now keeps one small, dismissible hint for the next action you have not learned. Your first upgrade opens its real before/after gun comparison automatically, and Learn to play stays on the title screen for the safe pistol warm-up.

I'd love three to five first-time players to try about ten minutes with a keyboard and mouse. Please share your best moment, the first confusing or frustrating moment, roughly how long you played and which room you reached, and whether you actually restarted after dying. Stopping early is useful too. Returning players are welcome; just mention you've played before.

Play Recoil Foundry free in your browser

(1 edit)

Hi! I'm the creator of Recoil Foundry, a free browser action roguelike where every shot pushes your character around an industrial factory.

Play version 5.7.1: https://caleb-guyer.itch.io/recoil-foundry

What changed: The first room now keeps one small, dismissible hint for the next action you have not learned. Your first upgrade opens its actual before/after gun comparison automatically. Learn to play stays on the title screen and opens a safe pistol warm-up with real movement, recoil and targets.

I'm looking for three to five first-time players to try about ten minutes on a computer with a keyboard and mouse. No download is needed, and you don't need to finish a run or beat a boss. Stopping early is useful feedback too.

I'm especially looking for feedback on three things:

  1. Does recoil movement become understandable during the opening rooms? Where did you first get stuck or need help?
  2. Do the first upgrade choices make it clear what will change about your gun and how upgrades work together?
  3. Do early fights and deaths feel understandable and fair enough to try again?

After playing, please reply here with your best moment, the first confusing or frustrating moment, and whether you wanted another run and why. If you died, did you actually restart?

Please mention whether this was your first time playing, roughly how long you played and which room you reached. If you already know the game, returning-player feedback is welcome too—just say so.

Thanks for taking the time to help improve it!