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Collectonian

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A member registered Jun 05, 2021 · View creator page →

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Yes, I'd be happy to try it again down the line :D 

I did laugh at your comment on making the tutorial boss a Souls-like boss ROFLOL

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I downloaded the game today to make sure I had the latest version and played it for about 30 minutes.

As a lover of RPGs for most of my gaming life, I really wanted to enjoy this more than I did.  The art was really lovely, especially the character portraits and Professor Daddy.  I also liked the personality of the two girls.  The protag was more self-insert, which isn't my favorite per se, but not unusual, and it was nice to be a cute guy LOL

The story setup was a little confusing - the opening made it sound like he was being put in charge of a squad, but then when he meets the girl, it seemed more like he was a bodyguard for them and not leading an actual squad at all.  It would have helped if the game page had given at least a bit of what the story was about.

In terms of bugs: the game window had no title, nor did the game in the taskbar.   It also could not be viewed by OBS game capture, so I had to use window capture instead.  It's the second game in FBQ 9 that I played with that issue, but I'm not sure what solution to suggest, as I don't know enough about how that all hooks up.  

The lack of display options was also frustrating, as the game was in a relatively small window. I was able to maximize it, at least, but having fullscreen and borderless window modes, at the least, would be helpful.  When typing in my name, I had to click on every letter twice to get it to register, and likewise with the button to accept my name.  When the game pops up the control options, it says the menu is X, but it was actually Y on my controller (which uses the Xbox scheme).

For hiccups in the game itself, wayyy too much tutorial information is thrown out too fast.  There is a reason so many good RPGs give it out piece at a time, as needed, versus forcing a situation for the character to learn the entire crafting system (and then repeatedly being told how to buy more and from whom other than trusting the player to figure that out themselves when the characters that sell are in the same time.  I did find it interesting that all the recipes were the same price, versus being priced based on usefulness, strength, or effects.

The biggest point of frustration for me, however, was the battle system.  First, it tells you to just do certain actions, without any explanation or reason why (this would have been a better place to talk about the Life of the Party effect).  And I can't tell if it was glitched or I just wasn't understanding it, but multiple times after I entered commands for everyone, it just sat there and did nothing.  There was no option or button to tell them to commence their actions, and I could not figure out what I did to finally get it to attack.  

The professor's no-hit thing was an interesting mechanic to encounter in the very first battle, and it blocked incoming attacks rather than taking effect next turn.  But there was no explanation of how to counter it for multiple rounds, which only added to the frustration.

(And when I saw the MILF quest, I was totally curious about what that entailed LOL)

VOD link: https://www.twitch.tv/videos/2881486951?t=03h33m33s

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I love a good walking simulator horror game, so I was excited to see one in the submissions for FBQ9.  Sadly, I have to admit I found this one to be a bit lackluster and underwhelming.

First, the lack of options at all was a little frustrating.  I know there are some games that just skip the title screen and jump right in, but for streamers, especially, having that title screen would be a nice touch.  As would having options to adjust the mouse sensitivity.

When the game started, it seemed to have no sound at all.  Other than the jump scares, the sounds were either missing or super quiet.  A key component of a good horror game is using sound to build atmosphere and tension.  With a game like this where you're mostly walking around an empty house, you could add some good music and maybe some sounds like the floors creaking as you walk.

I didn't mind the graphics since I fully understand that an indie game dev often has to use free assets.  Most of the letters were hard to read, however, except the one asking where the baby was looking.  That doll, BTW, was delightfully cursed :D 

The ceilings also felt a bit low; that or the character is super tall.  

Most of the jump scares were predictable, and only one made me jump.  The story felt predictable and was mostly just dumped at the end of the game.  The whole parent-killing-kid and still haunting-the-house tropes do feel a little overdone among indie horror games, and I feel like the game would have more punch if you spoon-fed the story more and went for something a bit more original.

VOD of gameplay: https://www.twitch.tv/videos/2881486951?t=03h15m01s

I love a good anomaly game, and using the Backrooms as its setting is a cool touch as is it being in a much larger space than just a single room.  I liked the graphics and music, and the snarking guy on the speaker.  The croc suit picture had me cackling and also kind of wanting a copy for my walls 🤣  After a few missteps, I managed to get through the 8 levels successfully and dropped on the snowy path.

The only bug I noticed was that the speaker guy would sometimes ask if I missed an anomaly when I'd actually gone down the red tunnel in a room that wasn't changed.

A few suggestions would be to add an option to change the volume of the music and to please, please add subtitles.  I know I missed some of the speaker guy's statements because of it having the proximity volume and not just being able to make out the words, and in the snowy area I missed a lot of what he said, and it seemed like it was giving some good setup for the story from the bits I caught.

All in all, though, I quite enjoyed it, and I look forward to seeing how it progresses as you add the new features mentioned on the game page.

VOD Link: https://www.twitch.tv/videos/2881486951?t=02h41m51s

I played about 30 minutes of Torovo for my stream, and I played the desktop version.

The artwork for this one had a really nice, unique aesthetic, especially for the characters.  The creature seemingly trapped in the town center and the circumstances of Protag's entrance were intriguing for sure.

Protag has clearly had a rough life and has absolutely seen some s**t. LOL And OMG, Wally had me laughing so much; he's just such a mix of sarcasm and being a lackadaisical, half-butted cop that he was kinda endearing.  Considering how he talks to Protag, curious to see why he is even helping him and didn't just say, "here, check the box and go away."

The photo aspect seemed like it would potentially be a cool touch, especially with the time loops mentioned in the game description.  I will say, as I got to the end of my 30 minutes of gameplay, though, I started feeling aimless and unsure what to do next, as I'd been to all the places mentioned and no one seemed to care about the photos.  Also, the photo mechanic tripped me up a little because I kept forgetting to hit E to actually take a photo.

Also, please note: "spazzing out" and "spazzing" in general are offensive terms that really shouldn't be used, as they are harmful to people with disabilities.  Convulsing would be far more appropriate and actually fit what the character seemed to be doing.  

Likewise, having a character who is violent because of having schizophrenia is continuing a harmful and false stereotype of people with a very real mental illness that keeps resulting in many of them being subject to fear or even attacked.  And to be honest, when I see that in any kind of media, it immediately screams lazy writing, and that's a shame when the rest of the game is so much better told. 

Link to VOD: https://www.twitch.tv/videos/2881486951?t=02h05m46s

Overall, I enjoyed playing this game.  The art and sound reminded me of old PBS shows on a CRT, which was a nice touch.  The music was good as well.

As I put the sentences together, the dread of where the story would go built up nicely, and the twist in the last sentence was not what I expected at all.  I also loved how the distortion at the bottom of the screen slowly crept up once I realized it was doing it.

I didn't experience any bugs while playing.  The sentence building did feel a bit slow, though.  It might be better to maybe have two sentences per screen to add the missing word two, just so it doesn't feel like it's taking too long to get to the meat of the game.  

Also, the phrases the caterpillar-looking creature got repetitive; it would be nice if it had unique ones as the story continues.  I do appreciate that they also show the text of what he says in case I missed it and for my viewers who might struggle with making out some words.

The monster at the end was delightfully cursed-looking, and the ending left me curious as to where it would all go.

VOD link: https://www.twitch.tv/videos/2881486951?t=01h48m15s

First, thank you again for dropping by stream!  

As you already know, I had an absolute blast with this game, and I love all the updates since I played last year.  I love the graphical and sound updates, and the redone tutorial level.  The shears and coins are also great additions to the gameplay as well.

The growing head with horns was also a great touch, and so cursed.  I love how the game blends cozy cleaning vibes with cursed body bits and planting plants in them and the blood splatters LOL

I can't wait for this to hit Steam; I know I will have a ball playing it, and I'm glad I could Skyrim my way past the bug 🤣

VOD link: https://www.twitch.tv/videos/2881486951?t=00h37m07s

As a huge fan of all the Full of Cats games, I loved seeing a game featuring Koalas and adding fresh spins on it (versus all the knock-off slop ones).  

The artwork was well drawn and adorable, and I love the drawing timelapses!  It reminded me of the old Cover to Cover TV series that I grew up watching.  The setup and story really fit the cuteness of the drawings, and huge props for not only having one dialogue option for every koala but TWO!  That's some great dedication to the setup.

I really liked how the scenes were colorized as you found all the koalas in a section.  It gave that nice dopamine hit of progress while also adding richness to the scenes.  

I don't recall encountering any bugs or play issues, and I look forward to seeing the new levels and the additional mechanics you have planned.  Also, my viewers thought the scenes would make for great coloring pages too 🥰

Link to VOD where I played: https://www.twitch.tv/videos/2881486951?t=00h12m42s

I normally play 30 minutes of a game for Feedback Quest, but since this one was shorter than that, I played the whole game.

I love horror games, and I probably play 20-30 a year, mostly indie ones.  And I have to admit, this one fell short of my expectations.  While I understand it was intentionally short, it never really felt like a horror game, and the game description didn't quite fit the experience.

The rooms and hall were absolutely cavernous and so sparsely decorated for no apparent reason.  Finding the 3 numbers needed was ridiculously easy with so little to look through.  The kitchen seemed like the only fully fleshed-out room, with the living room also being at least somewhat better as well.

The note from the character's mom was way too small and could be hard to read for some players, and the spinning that happened at 27 was nauseating.  The zombie that spawned in was less than scary, as it clipped through a wall, stood still at one point, and clearly posed no actual danger; it just made noise.  

Story-wise, we're just left hanging, without the explanation from Mom on why we weren't supposed to answer the knock or what actually happened because we did.  It ended up leaving it feeling incomplete.

VOD Link: https://www.twitch.tv/videos/2880630045?t=03h45m52s

This has to be the coolest twist on a Tetris-style game I've seen.  Rather than falling blocks, it is deceptively simple: just place the blocks.

But then come the challenges, and I had an absolute ball trying different effects, seeing how they interact, and trying to figure out combos that would work well together.  It took me a bit to realize that buying blocks basically added to my "deck" like a deck builder.

I wasn't quite sure what caused a building to fail a contract, so some instruction on that would be helpful, since the contracts themselves didn't seem to have any visible requirements on the screen.  

I'm curious to see how the game plays out at length: are there multiple levels/areas that bring new unique elements?  New sizes/styles of blocks?  And am I correct in thinking that if you fail a contract, it resets you to the start versus just repeating that level?  Depending on how the overall levels are set up, that could be brutally punishing unless you keep your new blocks.

The only real bug/issue I noticed was that the priority card is misspelled.

VOD link: https://www.twitch.tv/videos/2880630045?t=03h21m26s

P.S. I see the game tagged as a Mystery/Adventure, but that doesn't seem correct at all for the style of game.

Normally, I play 30 minutes of a game for FBQ9; however, as this was significantly shorter, I played through the whole thing.

I was so excited to see this game in FBQ9 after I enjoyed playing it last year.  So I was confused, and honestly disappointed by how short it was.  It essentially just gave us a basic battle overview and the opening setup for the story.  

The game is listed as a cooking-action RPG, yet none of those cooking elements are in the quest version, which, as I recall, were also not in last year's version.  The combat felt almost like a bullet hell system, and I repeatedly ran out of ammo, as the enemies were not dropping any (I could have sworn they did before?), and it drained very fast.

The graphics and sounds were all good; I just wish there had been more of the overall gameplay elements to really give a feel for what it will be like when released.

VOD link: https://www.twitch.tv/videos/2880630045?t=03h02m24s

Welcome back to Feedback Quest!  I remember your game from last year and how much fun I had with it!

As with all Feedback Quest 9 games this year, I played the game for about 30 minutes or so.

Overall, I once again enjoyed the game and loved seeing the changes you made!  It seemed like you added some new music, and OMG, the one area where the music goes into a Pirates of the Caribbean-type song, I was like, "oh yeah, time to kick butt!"

The updates to the opening areas were well done and for sure helped with getting the idea of the controls before getting into big frays.  Also appreciate the weapon wheel being fixed :D  The horse monsters are much clearer in their movements and still hard as heck to kill.

The only issues I really noticed are that the title page's fonts are a little hard to read; it would be helpful for the music to have a separate volume slider; and the jumping height felt a little inconsistent, like sometimes I'd go much higher, other times I'd barely move and get stuck in a corner.

VOD link: https://www.twitch.tv/videos/2880630045?t=02h19m45s

With all Feedback Quest 9 games, I play each game for 30 minutes or so to provide context for my comments.

Thank you for joining the stream!  Hopefully my reactions help with the game development.  As a quick reference, here is my review/feedback.

Overall, I really liked the game concept!  The graphics and music took me back to the pixel RPGs of yore, and I loved it.  It's clear you put your love of that style of game into this game, and it's much appreciated.

As I mentioned on stream, the game would not work with game capture in OBS, and I had to use window capture, and the audio didn't come through unless I unmuted desktop audio (which I tried to do but realized too late I'd hit the wrong one 😅).

I absolutely loved all the options, especially having options to turn off flashing and to be able to choose from a variety of fonts to help with readability.  I went with the Luto font as I found it the most comfortable for me, though I did notice that sometimes it escaped the text box, and in one bit of dialog, it resulted in a word being cut off.

In reflecting on the game, I did find myself wondering why the story started with the Captain and her husband and the seemingly unimportant discussion they had before the attack.  Presuming they died protecting the kids, it almost feels like it would have been better to maybe start Estelle's point of view as she searches for and protects the kids, and the kids' reactions to what's going on, as it would have more relevance to the story as a whole, at least from the description on the Steam page.

All in all, though, great demo and for sure had me wishlisting the game on Steam for its eventual release :)

Vod link: https://www.twitch.tv/videos/2880630045?t=01h34m27s

With all Feedback Quest 9 games, I play each game for 30 minutes or so to provide context for my comments.

I really liked the concept of this game, but I found it really difficult to actually play and enjoy.  The game asked if you wanted a tutorial, but didn't actually give a tutorial, which likely added to the frustration.  For example, I was never quite sure what all the red marks that were growing were supposed to mean, though I presumed it was bad and recognized that holding my eyes closed made it go away.

I liked the multiple views that were color-coded, and that blinking changed the scene, but I couldn't tell if it was supposed to be 2 or 3 versions.  Some doors that were open appeared closed while doing the blink thing, unless I was standing near it; then they were properly open again.

Having to drop the battery and then insert it into the gun was a frustration point, and it seems like it should just have a load option when you mouse over.  Some of the mouse-over area hitboxes seemed a little off as well.  And when I inserted the battery into the shield per the image, it never actually worked or showed, even with the battery fully charged and trying to swap between the two I had.  That's where I got stuck and stopped playing.

Some of my viewers found the constant blinking of the shield not having a charge annoying.

VOD link: https://www.twitch.tv/videos/2880630045?t=01h19m37s

With all Feedback Quest 9 games, I play each game for 30 minutes or so, for context on my comments.

I liked the art of Leon&Suharto, and OMG, the writing is sooo good.  Amazing descriptions and phrases that really painted the scenes in my mind.  Legit sounded like the kind of writing I'd expect from a published novel.  That said, good lord, this game is DARK at the start. The warnings after the game loaded were very much appreciated, so my viewers knew to dip if needed.

The Steam page mentions voice acting; however, the version I downloaded from Itch.io didn't have that, so guessing that will be in the full release only?  Likewise, looking at the Steam page, there are mechanics not in this version, which is too bad because they seem to add some additional richness and interactivity versus just being an observer in the first chapter.

In terms of issues found:

  • When in full-screen mode, the cursor didn't show in the game, only in OBS.  When I switched it to window mode, the cursor came back.  If it helps: Windows 10 system; I was running OBS, CrowdControl, Tangia, Firebot, and Chrome.
  • Some of the dialogs auto-advanced near the start so fast I missed them.  I think this was intentional during the argument, but the first instance happened when Astrid was yelling at Leon.
  • How to do the heartbeat action was completely lacking in directions on how the mechanic worked in general.  And either it wasn't working, or I just was not getting it.  I tried moving my mouse, I tried clicking, and just could not get it to be centered.

VOD link with time stamp: https://www.twitch.tv/videos/2880630045?t=00h27m26s

I really loved the concept of this game and super appreciate that you had the option to turn off the screen shakes and flashes!  Something my viewers and I greatly appreciated :)

The retro black and green aesthetic was awesome and very much on theme.  I liked the general layout for the screen and the difficulty options based on how many squares were in each piece.  The color of the pieces were easy to tell apart.

The font choice for key control reminders did make some letters hard to distinguish; for example, the Q looked like an O.  W being the hard drop was not fully intuitive, and I hit it by accident once or twice while trying to turn the pieces.

For me, the biggest issue was that there was just SOOO much going on in what to do.  The How to Play threw so much information out that I just couldn't keep it all straight, and when I got to the color matching block, it never seemed to work no matter what I tried.  I gave up on it and went into the main game, but really couldn't remember much beyond turning pieces, hard falling, and making rockets.  And I had no idea what the budget and energy meant, other than they kept going down.

I don't mind that it has complexity, but with all the elements and options, it might be better to break up the tutorial into smaller chunks that are given at intervals in the game, so you do a few levels with one concept before adding another.  It's a method that has worked well for other games with increasing elements of play that help the player get one idea down before they have to add another.

VOD of my playing: https://www.twitch.tv/videos/2875282122?t=03h14m29s

I absolutely loved this demo!  The artwork looking like pencil drawings, the scribbling sound as the scenes advanced, and the increasing sense of discomfort over the story, especially when it switched to our boy's POV.  I saw from your page what the art originally looked like, and I will say, absolute MASSIVE improvement!  

It cutting off where it did was diabolical; I literally yelled NOOO on stream cause I wanted to see more!  Which is the mark of a good demo, IMHO.

I did notice some grammatical errors in the text, and when fullscreen, the title screen font went a bit wonky, like it wasn't made to be that size.  Also, there was no way to exit the game, and I had to CTRL+ALT+DEL to end it.

For my playthrough, I played the desktop version.  I really hope the full game is available soon, cause that will be an instant wishlist!

VOD of me playing: https://www.twitch.tv/videos/2875282122?t=02h44m40s

Unfortunately, I wasn't able to actually play this game.  Once the game loaded in, the screen was moving around so much without even walking that I immediately stopped to avoid making myself or my viewers motion sick.  I would strongly urge you to either reconsider that being a part of the game or adding an option to turn it off.

VOD where I tried to play it: https://www.twitch.tv/videos/2875282122?t=03h50m10s  

I remember this adorable game from last year, as did many of my community members! :D   Overall, I enjoyed it very much.  The kitties are so cute, and I loved the little notepad in the corner showing each cat's preferences!

For some reason, fullscreen would not work for me (Windows 10 system, Chrome browser).  I tried with the options and with the X in the bottom corner.  I ended up pressing F11 just to make it bigger for OBS.  The audio sliders also were not working, so the music and game sounds were super quiet.

Other than that, I did sometimes have trouble dragging the cats to the box I wanted or differentiating the indicator color if a cat was already in a box.  That said, I love that you could mouse over a cat in a box to see which boxes it is affecting.

During my playthrough, I finished level 1 and started level 2.  I for sure had to think through how to solve some of the placements, which made for a fun challenge!  I really hope you plan to put this on desktop someday :)

VOD with gameplay: https://www.twitch.tv/videos/2875282122?t=01h13m26s

Overall, I really enjoyed Horror Scenarios! The top-down aspect was a unique touch that made the game feel like a fresh take on the classic survival horror games!  I love that it will eventually have two different stories (at least I presume that's the plan from the selector page :D), and that you included difficulty modes and survival styles.  Makes it feel way more accessible.

In terms of things that were hiccups for me, the text on the opening movie moved a bit too fast - would be better if you could just manually decide when to advance so it works for both slower and faster readers (or streamers trying to also keep up with chat LOL).  On the flip side, once in the game, the text was a bit slow, though after a few I figured out I could hit E to make it go faster.  Hopefully aiming to have an option for that down the line to change that?

I really found the controls hard to use.  Keyboard + mouse just ended up being too many buttons to keep track of that were not always intuitive, and then having to switch to the mouse to attack just added to the complexity.  Controller worked better, except for me; the 180 turn only worked when using the D-pad.  If I used the L-stick, it just wouldn't trigger.

I also really think it would be helpful if the map indicated locked doors once you interact with them.  I got increasingly frustrated by how many locked doors there were at the start, and ended up stuck trying to find either a key or something sharp.  The mansion is big enough that it was easy for me to forget which doors were locked and which weren't, so I ended up trying them all again and again.  

The only bug, other than the 180 turn on L-stick, that I encounter was when I was on the menu and hit the LB to see what it did, the game locked up and I had to CTRL+ALT+DEL to get out.

All that said, I look forward to it's release in early access and will be watching for it <3

VOD link around time I started playing: https://www.twitch.tv/videos/2875282122?t=00h09m15s

I really enjoyed playing this game!  I love a good puzzle game, and I fully admit I got stuck on the third level for a bit before my brain finally kicked in LOL  

The music and sounds are great, and fit the overall concept well.  I love the twist of having to basically remove your soul to go possess something else to aid in your puzzle, and having that require the necessary hearts really makes you have to think through the solutions for each level versus it being an easy no-brainer.  Optimizing the use of the hearts and being able to get back to your body was awesome.

I felt like the game taught you the basics in a natural way with the signs and level names giving clues without overly hand holding you.  While figuring out how the different level elements, like switches and all is something for you to figure out through experimenting with solutions. 

The story setup is moving, and I really hope it has a happy ending!  The thank-you sounds from the souls are so adorable.  And thank you for the accessibility options like turning off screen shake!  The fonts for the dialog were also clear and easy to read.  I played it using my controller, and it all seemed to work well.

The only real issue I had was that it didn't start full screen, which I would normally expect from a modern game.

VOD to the timestamp where I played: https://www.twitch.tv/videos/2874427686?t=03h11m30s

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I really wanted to enjoy this game, but out of the gate I could not see the cursor on screen; it only showed in my OBS.  I tried restarting it, but had the same issue.  When closing it, it also gave an error (picture of error below).  I played it a bit anyway, just looking in OBS to see where my cursor was, but I didn't give it the full time I normally would have because I had to turn my neck to look at the other monitor.  Once I got in to playing it, I couldn't close it without CTRL-ALT-DELing.  If it helps with debugging, I'm on a Windows 10 system and had the game on my primary monitor.

All that said, I absolutely love the artwork!  The pencil sketch style of the woman giving the rewards, the design of the cards: all gorgeous.  And I love that it doesn't just copy the broad mechanics of games like Inscryption, but has its own story, feel, and mechanics that help it stand apart. 

In terms of mechanics, I thought I had the basic idea, but at the same time, I got confused.  There was no information on what the rock beside the deck did, so I just clicked it to see, but I still wasn't sure what it did or what enabled its reuse.  And I didn't understand why the game would keep me from playing a card once the enemy's defense was at 10 or lower, or why, once their defense was fully gone, why I still had to hit it with another card to actually get rid of it.  If it had 5 defense and I hit it with a 6 or higher, I thought it would remove it, but it didn't?

The only other thing I noticed was that the fonts are very hard to read on the cards and in some of the game text.  While I managed to read it, I noticed that on some card descriptions, parts of the letters were invisible because of the font + size, and the way the cards are done, it might be especially hard for someone with dyslexia to read when some numbers are backwards.

All that said, I really like the idea of the game and, as I said, overall the graphics are gorgeous.  I look forward to seeing where it goes!

VOD with my gameplay (set to starting time): https://www.twitch.tv/videos/2874427686?t=02h54m45s

I played the downloaded version of this game.

I really liked the idea of this game, with the character somehow sucked into a game that has some ties to a childhood show he watched. The pixel art was well done and managed to convey the sense of creepiness in the environment.  The host reminded me of the caricature of a sleezy used car salesman, so of course I instantly didn't trust him.  LOL

The title screen felt weird, like a bubbled feel.  I wasn't sure if that was an intentional attempt to mimic a CRT or not, but it felt a bit excessive compared to what CRTs were like.   There also were a few places where the translations were missing, for example, when dying to the monster things.  Fortunately, I could still figure out what the options meant.

The mechanic with the monsters was confusing to me.  The game said to shine the light on them, but that only slowed them down.  Since I can't walk backwards, it just delayed the inevitable death unless I could make it to a door fast.  From the text in the game, I thought it would at least stop them fully for a bit, like a stun effect, versus just slowing them down.  It didn't help that the hall and rooms were so big and wide; it was hard to figure out where to go because I was having to swipe the light back and forth just to see the edges of the halls.

Overall, I think it has good bones, but the mechanics could use a bit of work still unless it's supposed to be a more punishingly difficult game.

VOD (with timestamp of when I started): https://www.twitch.tv/videos/2874427686?t=02h30m34s

As someone who really enjoyed Blue Prince, it was cool to see another game inspired by it, with added horror and RPG battle elements that give it a new twist.  Overall I really enjoyed playing it and seeing how you incorporated those mechanics.  And having a more fleshed-out story was nice.

I know your page already mentioned you're working on the typos and spelling issues, but I also felt the map was upside down once you left your room.  So you go down, but on the map it shows you going up; you go right, and it shows you going left.  That was really confusing and made me go the wrong way in the "only go right" room.  There was also a room that said something along the lines of you'd be damaged the first time you entered it, but it damaged me every time.  Don't know if I read it wrong or misunderstood or if it was a bug.

The fight mechanic was nice, especially with some being (mostly) optional, even though I, of course, just went in and was like "I'mma touch it!" and promptly died LOL. It would be nice to see an HP bar, as I wasn't really sure how much health I even had.  It also led to me being confused about how to heal, since I thought it would happen once the night ended, but I started the next night still wounded?

All in all, a fun game that I hope to see again in the future as you continue polishing and developing it.  Would certainly enjoy playing the full game when it's out :)

VOD (with timestamp) where I played it: https://www.twitch.tv/videos/2874427686?t=01h54m47s

PS: I was really confused about what the name was, as it said one thing on the page and another in the game 😅

I know you were in the stream watching live, but I just wanted to reiterate that I had an absolute ball with this game!  The concept is unique and well done; the characters are well drawn and fit their personas so well, and the humor, especially in the signs, is just on point.  I love that the gun shakes in the character's hand as she isn't used to shooting, a really nice touch!

If I had any notes at all, I would say the dragging items to inventory sometimes seems to take two clicks instead of click-and-drag, and I couldn't figure out how to heal at all.  It didn't seem automatic after leaving, and when I picked up the pills, there was nowhere to drag them to (I tried dragging to the hearts, but that didn't seem to be it).

All in all though, I look forward to seeing this on Steam one day (I hope) so I can smash wishlist so fast :D 

VOD (with timestamp in link) in case you want to see me playing: https://www.twitch.tv/videos/2874427686?t=01h18m03s


Overall, I really enjoyed Twin Town Trouble!  I love that it is a cozy game that is not just another copycat of Stardew.  The characters are absolutely adorable, and I love that you can pick up the masks to have additional characters, so you can have them doing different actions at the same time.  The sound effects were very fitting for the game actions.  Also loved that the fishing depleted the fish and they didn't just fully refill after one night.

I did like the background music, though it was very quiet, so I could only hear it by really cranking up the volume.  The instructions could maybe use a bit of a tweak, as it wasn't clear that I didn't have to keep using the spacebar to do actions, but just stand there and let the character work.  

The actions were also very slow, to the point that it felt like I was spending too long doing nothing while waiting for something to finish.

I look forwarding to the game progressing more and hopefully being a desktop game in the future with save options and all :)

VOD of me playing (with timestamp) here: https://www.twitch.tv/videos/2874427686?t=00h34m48s

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Hi,

I'm Collectonian, or Collect for short.  I'm a variety streamer on Twitch, post Let's Plays on YouTube, and a lot of food tastings on TikTok.  I play a wide range of gameplay styles and genres, and have been gaming since the days of arcades and the Atari 2800.  I've streamed games from PSOne classics to new releases and everything in between.

In addition to games, my streams feature my hilarious bad accents that almost always drift Scottish at some point, a community that loves to use redeems and Crowd Control for wholesome trolling, and maybe just a little spicy/sussiness (okay, maybe more than a little LOL).

When doing games for Feedback quest, I primarily do them on my Twitch and will try to post written feedback and a link to the VOD as much as I can on the game page :)

-----

Twitch: https://twitch.tv/Collectonian

YouTube: https://www.youtube.com/@Collectonian

TikTok: https://www.tiktok.com/@collectonian

Bluesky: https://@collectonian.bsky.social

Twitter: https://x.com/collectonian

Hi from Feedback Quest 8!  I really enjoyed playing YesterSol's demo tonight on my stream.  As a fan of metroidvania and platformer games, this game hit a lot of the same happy vibes that games like Ori did.  I loved the mechanics of the spear being able to be both a weapon and a platform.  I wish I had more time to play it during the stream so I could check out the Lifebloom abilities, but I was able to get an idea of what kind of abilities would likely happen down the line.

I loved the graphics and the music and the sounds were good too.  Very much wishlisted for when it's ready for release!  

I didn't notice any kind of bugs or issues running the game.  The only thing I wished it had was a separate control for throwing the spear versus melee, instead of it being automatic based on distance.

VOD link: https://www.twitch.tv/videos/2556703658?t=03h40m46s

Hi and welcome from Feedback Quest 8! 

First, I want to say that I loved the PS-inspired graphics; they gave me that vibe while still being readable and items easily identifiable without having to squint or stretch my brain too hard LOL  The controls were simple enough, though indicators when doors were openable would have been nice, just because there are so many that are not usable.

In terms of the game itself, though, I have to admit, it fell a little flat on the horror side.  While I see what the aim was, the repetitiveness of just checking the computer and then aligning the satellites regardless of the computer response was very monotonous.  There wasn't enough story or setting or setup to really give me any kind of incentive or reason for us being there, who we were, or why we wouldn't just leave.

VOD: https://www.twitch.tv/videos/2556703658?t=04h12m43s

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Hi, I'm a streamer from Feedback Quest 8!

I played By Your Own on my stream tonight via the Steam playtest.  The music started a bit loud, even though I don't have my volume at super high levels. Overall, I enjoyed playing this one, it very much reminded me of some mobile match games, but with the looting and basically base defense/inventory management added to it.  I love that each weapon had it's own range, and the electric trap is a nice touch.  The sounds the character makes when hungry and thirsty freaked me out at first, I thought it was monsters LOL 

I wouldn't have minded more story or some goal post to hit beyond just surviving, though maybe I missed it somewhere?  I hope the full game includes character customization (and I'm not saying a chainsaw would be fun, but yes, a chainsaw would be awesome because chainsaws :D).  

I did experience a crash when I changed the settings (lowered audio and capped framerate to 60), though it saved the settings and was fine when I reloaded.  It also wasn't immediately clear that I could turn the boards - once I figured that out, I was gravy :D 

Is there any way to split the stacks?  S,o if I have 5 bandages, but only want to take two with me to loot?

A few grammatical things:

  • When I tried to change the batteries in the lights, I clicked on the generator and it said "you can do that now" - I think that was supposed to be can't?
  • "You trip for one day" - should be you travelled or you drove
  • "I have to reach for the items and they get into the backpack." - I have to reach the items to put them in the backpack?

I'll update this with a link to my VOD once I'm done with the stream! :)

VOD: https://www.twitch.tv/videos/2556703658?t=02h52m14s

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Hi from Feedback Quest 8!  I really enjoyed your game and have wishlisted it on Steam.  I'm a total sucker for point and click, and everything seemed to work really well.  I watched my friend Saknika play previously and I saw you already fixed some of the things she encountered.   Overall, I think I got the gist of the setup and plot, and it certainly pulled me in with the puzzles.  

I loved that the demo end was logging in to the computer; it made me cackle!  Honestly, I can't really think of any bugs or negatives that I found, but I'll update this to include the link to the VOD once the stream is done so you can see the playthrough for yourself.

VOD link: https://www.twitch.tv/videos/2556703658?t=01h51m44s

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Hi, and welcome to Feedback Quest 8!

First and foremost, the art in this game is absolutely exquisite, and I love it!  You are very talented as an artist!  The sound choices and music are really well done as well.

I found the concept very unique and interesting, with the way you mixed elements from the different inspiration games to make something that stands apart very well.  I enjoyed the mechanics overall all, especially with having to decide when it was worth it to risk a fight for potential resources and when it was better to just move on and hope you find something further on.  Having to decide when to risk a fight and not always remembering to check resources, added a lot of strategy, which was fun.

In terms of issues, the text in the tutorial was a bit confusing, as it said items would go away permanently when used in battle, but then mentioned weapons having a durability and being repairable.  Every weapon I used in a fight, even an axe on a rat, disappeared.  That seemed a bit unrealistic and contradictory to what the tutorial mentioned.  Though after my second round, I spotted the durability indicator at the bottom, so it's also entirely possible I just broke my item.  It would be useful to have that more visible.

Some kind of message indicating why a lure failed would be good.  Wouldn't mind the option to at least attempt to flee from a battle as well, but also makes sense why it isn't there.  The cards did get a little unwieldy if you were in an area with a lot of stuff and no way to clear the cards, for example, three dead rats but no knife to harvest from them, plus three zombies and locations.  Was it intentional that you can't walk past the car/train wreck to the area beyond?

Suffice to say, all in all I love this game and look forward to seeing how it develops and where it goes!

VOD Link: https://www.twitch.tv/videos/2556703658?t=00h17m24s

Thank you!  And yes, we did manage to successfully get the numbers we wanted and my parnter now has a new car and the lemon is off to another life :D 

Hi and thanks again for reaching out to me about this game!  I'm glad I didn't miss it.  

Over all it very much gave me Portal vibes with the gravity elements, but it also stood out with its own aesthetics and the way the gravity elements work.  It seemed to run smoothly and it felt like the opening bits were leading me through the various elements nicely.  I didn't notice any bugs or issues while playing it.

I do apologize that I didn't get to play it as much as I hoped, and I may try to play some more during my Monday stream or for my YouTube.  I wasn't feeling well near the end of my stream, so had to cut short my planned time.  But here is the VOD from around when I started https://www.twitch.tv/videos/2547217425?t=03h53m17s

Hi and thank you again for letting me play this awesome game!  I know you were there for the stream, but wanted to leave my feedback here as well.

All in all, this game ended up being an absolute hoot!  I never played a bullet heaven game before, hadn't actually heard about it until you reached out about the game, and I fully admit, I thought at first you just hadn't wanted to call it a bullet hell LOL 

The characters are super cute, and the story of Peppermint going to rescue her chicks is both moving and absolutely hilarious.  It was the kind of fun, good-natured silliness that I really needed tonight after a rough day.  And OMG the gameplay, the mechanics are so fun and really just feel like the best kind of chaotic as I progressed from just being an angry mom to running around shooting fire out my butt and cotton candy!  

Extra props for the moms being different personalities and natures, the kids being cheeky but adorable, and the vegetarian fox.  That owl is for sure sus, and I look forward to playing more to find out if my suspicions are right.  It seems like it will appeal to kids and adults alike.

I know I already sent you the log file from my game, for the one bug it showed just before I ended.  As I was closing the game, another set popped on screen (when I tried to click the Steam link then when I went to close), but none of them kept me from actually closing it.

I'll be keeping an eye out for its release, cause I know some folks who would also love it too! 

VOD https://www.twitch.tv/videos/2547217425?t=02h59m40s

Hi I'm another Feedback Quest 8 streamer!  I played Red Rebellion tonight on stream and wanted to leave my thoughts!

First, I love the twist of Robin Hood as a female, and not necessarily the confident, cocky character we know from ye Kevin Costner version days :D  Also, I super love Red Robin Hood as her companion.  It legit did not click to me on the Hood commonality in their names until this game, no idea why LOL

The art style was absolutely gorgeous, loved the colors and character detail.  The backgrounds are fitting for the scenes with just the right amount of detail for each.  The first time I saw the wolf, just wanted to pet her floofy face!  So cute!

The sound design seemed good to me, and I never really noticed anything particularly jarring with the music.  Overall, I found the story interesting, and I was drawn in to wonder why Robin was being chased and seemingly not supposed to be in town or visiting the blacksmith.  I presumed that it was her little brother and her mother she was trying to watch, maybe?  Also of course, I wondered why she lived in the forest with her grandmother and what led to her deciding to apparently try to become the real Robin Hood, as we start after this has all happened.  

Being left with so many questions is of course, good because it got my curiousity and made me wanting the know more.  And OMG that scene near the end with Robin and Red, YAS!  

I do think it would have helped to maybe have some kind of visual transition when switching to completely different scenes, such as when we went from Robin to the Sheriff talking with his new forced fiancée, as it felt a bit sudden since it didn't feel any different from an on-going scene.  I almost got a little overwhelmed by how many characters were introduced in the first chapter, though several were clearly showing off who would eventually become Robin's helpers, so that also makes sense.

Overall the game ran smoothly, with the only potential bug I noticed being when Robin does the three shots - I couldn't tell if I was supposed to have choices or not.  As I moved my mouse, it seemed like some popped up, briefly, and so I think I ended up clicking one trying to advance the screen and I have no idea which one I picked LOL

Oh, and the opening bit with the narrator ran by the screen WAY too fast for me to read, and I'm a really fast reader normally.  Maybe slow down the text or add manual advancing so people can read at their own pace.

VOD (roughly near where I started, versus all my intro babble):  https://www.twitch.tv/videos/2547217425?t=00h42m45s

While visual novels are not a genre I play a ton, this one intrigued me enough to wish list it for sure!

I... what did I just play?  I loved the colorfulness of the game, and it gave me plenty of laughs, confusion, and full on WTFering.  I think I have a vague idea of what's going on, but I admit, I asked more than once what drugs were involved in the making of this wild ride.

The point-and-click nature was easy enough to follow, with the random keyboard mini game, and everything seemed to work smoothly.  The sound was a bit loud and the explosions were a little jarring, even after lowering it in the settings, but otherwise fit the mood and aesthetics well.

The puzzles were an interesting ride, and I appreciated that failing to do them in the right order just resulted in waking up briefly, and that things didn't just reset and make you keep doing them over and over.  I do think the intended order could be telegraphed just a bit better in some areas, as at times I felt like I was just guessing my way through until I suddenly hit on the right one.  

I liked that you got a percentage complete when you did get a puzzle or step right, and the finding of the sheep was cute.  I'm still really not sure what is with dog, but he make me cackle with his dancing and actions and despite it feeling a bit like an LSD trip, it was a blast to play and I look forward to seeing more.  Gave me a hint of Felix the Reaper vibes, but in a more colorful and delightfully unhinged way.

VOD to watch game play: https://www.twitch.tv/videos/2544644904?t=03h58m59s

Hi from a Feedback Quest 8 streamer!

I played Untitled Re Clone tonight on my stream.  First, I want to say I loved the setup described on the page, and the aesthetics were great, really fitting for a PS1-era type game.  The sounds were great, and that first monster appearance had me wondering what we were dealing with!

I did encounter a few issues with playing the game, though.  While it seemed to have controller support, it only worked on the D-pad, and I couldn't use the joystick like I expected it to.  This made it uncomfortable for me to play that way, so I switched to a mouse and keyboard.   

And hitting the opposite way the character was facing didn't turn them around like I expected, but rather made them walk backwards.  While I understand the game was designed with tank controls, this behavior was unexpected.  Overall all I found the movement was a little too wonky, and it actually hurt my wrist trying to move quickly during battles and fight as all the controls were on the left hand.  It made it impossible for me to get through the room with the three monsters.

I couldn't figure out the chess puzzle, though I tend to suck at those in general, so it could just be me.  😅 The inventory being limited to just four items and how many bullets the enemies took were probably my biggest frustration points.  In terms of bugs, the only one I noticed was that the inventory screen appeared in Spanish instead of English.  

All in all, while I did have some frustration with it, I will keep an eye on it for how it develops, as it for sure has great potential, and I'm curious to see where the cameraman and camera elements come into play!

VOD if you'd like to see reactions/game play: https://www.twitch.tv/videos/2544644904?t=03h33m50s

Hi from Feedback Quest 8!

Oh my goodness, where do I even start!  This game was an absolute blast to play.  I loved the colors, the gameplay, and the personalities of the various characters.  I fully admit, the start had me gearing up for emotional damage, but the story of Mini's past is just so sweet and well told that even though I feel pretty sure emotional damage is to come, I was enjoying the ride.  It was easy to empathize with the characters so touched by a sweet dog that they wanted her back, even if in digital form.  

For the combat, overall, it felt very fluid, and being able to shield with the cuteness of petting your dog is absolutely chef's kiss.  That I could pet the dog at all also just had me squeeing with joy!  

Overall, the roguelite elements felt pretty balanced to me, though I died a bit more in the areas where there were a lot of enemies.  Once I had 50-something cards, I was moving so fast I got a little lost myself, but it was fun!  I'll admit, once I got that many cards, I also couldn't keep track of what the effects of them all, but oh man the egg dropping was awesome!

For sure will pick this one up when you release it and already have it wishlist!

My VOD if you want to see me playing: https://www.twitch.tv/videos/2544644904?t=02h31m30s

Hi! 

Since you were there for the stream, you already pretty much heard all my feedback, but just in case you wanted to reference the VOD, here is the link to when it started: https://www.twitch.tv/videos/2544644904?t=01h23m39s

Overall, as you could tell, I had a blast with this game!  Loved the planting on monsters becoming a way to help clean and the delightful mix of cheerful colorfulness and squishy gore.  As I mentioned on stream, I look forward to seeing how it progresses and will keep an eye out for it when it launches!

Thanks again for coming by and helping me when I got stuck! :)