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stephen@indiegamebooster.com

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A member registered Jan 29, 2026 · View creator page →

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Oh dam. I didnt encounter any for quite a while. I'll put it down to my maze navigation skills :)

You're welcome. Im honestly shocked this doesnt have so many more views. I think its such an awesome game. Would you be happy for me to play this on stream? I have a small discord community, so nothing major, but this is exactly what indie games should be IMO. 

Awesome, glad the feedback was useful. Really cool to see someone creating a good padel game. I played one a few months back but it was eh, questionable at best. Your style here is incredible. :)

Always happy to playtest it again at some stage. 

Awesome, looking forward to seeing you in there. Also looking forward to seeing how far The Wandering Crusader has come in the last few months.

I dont recall exactly what upgrades I picked, but I know that on my first run I picked a variety (such as the one that has explosions affect surrounding bricks, and the one that lets a ball pass through bricks) but on the run where I shattered the core, I stacked the upgrade that gives extra balls.

As for the wave, I think it was 13, but Im doing that from memory and it may be incorrect. It was only a single wave where I had the opportunity to shatter the core.

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I saw on Reddit that this your first game so well done on getting this far.

The game is very easy to pick up. The scope is small, but the game is fairly challenging. I got 80 on normal difficulty.

I would suggest giving a bit more time at the start to get your bearings before enemies/cubes approach.

You also dont mention anywhere that R is to reset.

Well done on releasing your game. 

I played 10 holes.

Visuals are quite quite, particularly the crocolidle.

Holes 7-9 have hazards that dont really impact your route to the hole at all, so there is no real need for them to be there as they impede nothing.

Its lacking some background music so its a bit silent while playing.

Controls feel responsive.

Best of luck with the game.

Well, the entire game can be completed in about 90 seconds, but it pretty much does exactly what it says on the tin, and Im glad Jay Dee got to relax on the beach. 

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So I think the visuals are beautiful here. Its extremely satisfying to look at. I mean that for both the visuals and the animations actually.

My two biggest criticisms related to the gameplay are:

1. Its really difficult to aim a shot (is it even possible? I am trying to aim and it kind of seems like it just doesnt influence shot direction much)

2. Its near impossible to infer where the ball is landing in 3d space because of the lack of shadow. I get you have the option to change the camera, but still.

The AI is quite good (both your team mate and the opponents) to the point where most rallies for me were upward of 20 hits.

For the reasons above, I would say it felt okay at the moment, but not something that had me super hooked. As mentioned, loved the visuals and the anims are super fluid. Can see it being fun for fans of padel. 


To answer your questions below:

1. Which moment felt most like real padel? Im not sure I would say it felt like real padel. It felt like arcade padel.

2. Where did you get stuck or confused? Trying to judge where the ball is landing in an isometric camera angle with no shadow grounding the ball, is difficult

5 stars given for a boost.

Well done on making this so far. Had a nice bit of fun with it. 

Visuals are okay. Theres not really too much going on visually, so not much else to say. 

Controls are very fluid and responsive.

Took me a while to realize what I needed to do, but cool project all the same. 

I havent been able to get the scores of the people below but did manage to shatter the core :)


I had a blast playing this. Highly addictive (almost too much so, I have work to be getting on with :) ) 

The idea is really well presented, and you explain how to play so minimally, and it all just clicks. 

I died on the last stage of my first run due to a mistimed move, and completed the second run then.

Awesome array of enemies, even for 10 levels. 

The fact that the powerups only last a level made me just prioritize health on the second run as if I had selected that extra heart on run 1, I would have completed it on run 1. 

I could see myself losing hours to this. Great that there is a story mode there for players interested in that. In a game like this, I would be keen to just blast out levels.

Would highly recommend this to anyone that comes across the page. It made me feel about 15 years younger, and I've left thinking I have the reflexes of a Hawk and that theres fight in the old dog yet ;)

Awesome job. 

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Completed this in about 15 mins or so.

Its a fun, albeit short experience. The art on the squid at the end is awesome, and its a nice little end to meet your mom :)

Cool job on the art overall.

The gameplay wasn't hugely gripping for me personally, but the sonar ability was pretty cool. I would say there was a bit of a mismatch between the art of all animals in the game, but overall, its a fun little experience.

It was challenging in places, and fairly easy overall given the intentionally slow and sombre nature of the game.

You should be proud of what you made. Nice job.

I completed  7 mazes. 

Some feedback for you below.

The game really isnt what I was expecting based on the games cover art.

The controls could do with being more polished. You have to be so exact in your movements. Most of my time was spent micro tapping controls to get the character to fit through the gaps in the maze. It made it very awkward to play and is likely going to put people off. 

Good atmosphere though, especially from around maze 6 when you introduce the monsters in the maze.

I bought apples but you dont explain what they are for or how to use them

I dont know if this is working for anyone else, but its not loading for me. Ive tried various games today (including just now), and this is the only one currently not loading. Im specifically talking about the browser version btw. 

I had a lot of fun with this.  Played through the whole demo. 

In terms of difficulty, I think its a bit on the easy side. I was getting mostly 3 stars without really trying, and at the very least two stars. I think you give too much gold for upgrades. Its very easy to upgrade early, and upgrades are very OP. 

For example, the bomb and fire are lethal, and once you have those (quite early on), you dont even need to upgrade anything else. I bought everything and finished the demo with just under 4000 gold to spare. 

The hook is such an awesome weapon. Really enjoyed using that on the COAST levels.

The COAST levels are marked as HARD, but Im not sure I would agree with that. They didn't seem particularly hard at all.

I quite liked that you gave challenges too on a lot of the levels. That was a nice touch. I went back and played a few levels to see if I could complete them while completing the challenges. I can see that being fun. 

Overall, a fun game. Enjoyed playing it. It was a fun way to spend 30 mins.

My God this is so fun. Love the concept, and the visuals. The fact you dont give any indicator of how long you're holding your breath or the tack for is so good. 


I failed the first attempt that introduced the tack, but passed it on the second try.

Tiny suggestion:

- It would be useful if you colour coordinated the dialogue between Cemil and  Inspector Halit. It would make it easier to read.


Some slight bugs:

- When you are operating the card game, you can see everyone just spawn at the base of the steps 

- You also see the man with the long coat clip through your partner

The patch 6 chapter 2 is a good puzzle. Please dont change it on my account. I thought it was great. :)

Just finished Chapter 2 (so 12 levels total)

This is bloody addictive. Generally, I felt like I was flying through levels and then patch 6 on chapter 2 kept catching me off guard. It was that first step of going through 2 + 3 that was catching me out.

The sfx progressively building each time you go through a patch number is quite satisfying.

Really satisfying and responsive controls. Thought this was pretty fun. Seems ideal for mobile.

Well worth checking out for those that enjoy Flow, and other similar games.

I played through 15 levels just now. 

This is quite charming. Really like the chill music, and you've done a good job with some of the puzzles.

In terms of progressive difficulty, level 7 felt significantly harder than levels 8 and 9. 

Visuals are okay, although the ball doesnt really match the rest of the UI.

Good job overall though.

I completed all 24 levels.

Overall, this was pretty fun. I've played a few versions of games like this, and while its not a unique concept, I thought this was pretty fun.

Levels 13-20 introduce hazards and teleports but you can skip them all and go straight to the hole. 

On level 24, there is no reason to use the teleport, as again, you can just draw a line that gets the ball straight to the hole

The dotted lines showing your previous attempt when you UNDO is a good touch.

Keep up the good work. 

Andrew, Alex - Personally, I thought the art was kind of charming. I liked the visual aesthetic. There is some clipping noticable during certain camera movements when panning to the bedroom door.

Logan - The wind sfx seemed a bit too loud. Everything feels a bit too separate, and could do with some mixing. If youve not looked at something like FMOD, its worth taking a look.

Andrew - On the narrative, it doesnt really build the suspense enough IMO when its so linear and holds your hand as much as it does. I think for a point and click, it needs to have at least an element of puzzle solving, but this is more of a linear "walk to here and then walk to there" than a traditional point and click puzzle game. Perhaps thats what youre going for.

Bomin, Tyler - The highlighting doesnt really look like highlighting in a lot of objects. It almost looks like a bug as its almost as if youre highlighting shadow regions. You can click the blinds over and over and hear the sfx play, even after closing them. 

It doesnt make sense that you can pick up the disk, and have it added to an inventory, but not the plane ticket. Also, what is the reason for having an inventory if you immediately simply put the object in the PC? Perhaps thats a question for you both, and Andrew.

Overall, it was an interesting game. I didnt feel scared or any sense of horror or tension. The ending could benefit from some sound (Its omission when you look through the door is quite noticable and really takes away from any possible tension)

All in all, well done on making a game and sharing it with the world. Nice job :)

Stephen

Fun little game here. Enjoyed my time with it. It takes about 15 mins or so to complete. 

The dev does a good job at creating a cool eerie atmosphere. I quite liked the low poly visual style too. It worked well with the horror tone the dev created.

Good job overall. Looking forward to seeing what you do next. Always cool to see short horror games around Halloween.

Few bugs. I will mark all as spoilers as to not run it for anyone else:

- There is some Z fighting in the first box in the supply area

- When the second monitor turned on, the chair at that desk was fully clipping through teh monitor and desk

- When the lights go out, and the chair appears in front of your terminal, not enough lights are out so you can see this happen quite clearly

- The scrolling static texture on the TV hurts my eyes a bit (not a bug but worth mentioning)

- You can see out the door when its open and you can clearly see its a tiny room, not a corridor

Really enjoyed this. Had some very small bug reports which I think the dev has already fixed. 

I'm keen to get a few people together to give this a go with all of us in the same room as I think it would be awesome with friends.


Loved the art style, and am looking forward to following this as it evolves.

This was a proper blast from the past. Anyone looking for a throwback to the days of the Sega Megadrive should check this out. 

Awesome spell casting mecahanic, and a proper retro soundtrack. 

Well worth checking out. Going to be awesome to see what levels the dev adds over time.

This is both a solid horror game, and a testament to what can be achieved by a solo dev.

The game takes about 30ish or so minutes to complete, but dont let that put you off. This isnt about the length. Its almost like experiencing a confined horror in a snow globe. The audio design is incredible, and the dev does a good job at unsettling you throughout. 

Cant recommend this enough, especially in the lead up to Halloween.

Recently played this game on a stream. Had an awful lot of fun.

The actual card game itself is a pretty great idea (almost a bit of a tangential play on rummy). 

I cant possibly leave a comment without commenting on the visuals, which are about as unique as unique comes. 

I've reported a few small bugs to the devs, but this is a solid, funny, and extremely unique game, well worth checking out. 

This is a prime definition of what I would call a hidden gem. Highly addictive, and something I can see a lot of people getting hooked on.

Looking forward to seeing where the devs take this. 

I played this recently, and have to say its a pretty fun game. It's fairly easy to pick up, and is quite in-depth. I cant think of many games that have put this type of a spin on Tower Defence.

Really enjoyed playing it on stream, and would certainly return to it again.

Well worth checking out, and wish the dev all the best with futher development of Palette Panic.

Hey, I had some time this morning and just picked this for a bit of a play. This is not an extensive playtest but hopefully there is some feedback in here that proves useful. As I have said to others, on the Discord everyone gets their own thread and feedback is given there.

Gameplay

  • The camera feels slightly off-centre rather than properly fixed on the character.
  • During the tutorial, you use E to interact with everything. However, when I exited the tutorial and tried to enter the next level, I naturally pressed E again. Turns out you need to press SPACE. It's also not immediately obvious that these are level tiles.
  • Level 1.2 had a good puzzle. I thought the difficulty built quite nicely and incrementally on the previous levels.
  • On the level select screen, the character almost seems to slide around like they're on ice in the central area. They also move unusually fast in certain areas, almost like they're teleporting.

Art and Audio

  • I think the art is charming, but it slightly lacks cohesion. For example, the keys and coins look like they're from the same asset pack, whereas the portals, lanterns and character look like they're from different ones. None of them look bad individually, they just seem quite different. The same goes for the background art outside the playable area.
  • The music goes really well with the dark green backgrounds. They complement each other nicely and give me that slightly creepy, sneaky, dangerous feeling, almost like an underwater sewer level.

Bugs

  • The game feels like it's running at a low framerate, making everything seem slightly jittery. I think you're doing your game a disservice here, so it's worth investigating.
  • If you progress through a level, pause, open the settings menu and then close it, everything in the level resets, but your character remains in the same position. Marking this one in bold as its quite significant.

Hey, saw your post on the server. Will definitely get on this. I tagged my colleague specifically as I know he likes games like this. Not that I dont, but I think this is exactly one he would be able to give you some great feedback on.

Hey, very happy to play this. Please feel free to hop in the Discord and post your game. Ive given feedback to about 7 games today, and will be doing more in the coming days. 

Hey, Im very happy to give you some feedback on this. Please consider joining the Discord as its the easiest way to communicate and give/receive feedback. Otherwise Im just jumping between old threads and sites. 

If you have been finding it difficult to find people to playtest your game, then please consider coming to the Discord. We are doing free playtesting (written reports, video feedback with commentary, and live stream playtests with live feedback). Im mainly looking for people that have struggled to get feedback before. 

If you have struggled to get feedback up to now, please consider joining, and we'll get you the most suited form of feedback.

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If you are struggling to get someone to give you feedback on your game, then come this way. 

I've been giving this kind of feedback as well as doing live streams of various indie games for people that have been struggling to get feedback elsewhere. So far, the feedback from devs is that it has been incredibly valuable, so if you are struggling to get solid feedback to date, hopefully I can help, so while this is not a post to ask for feedback, it is a post offering feedback.

If anyone is looking for this feedback, please join the Discord linked above, as people are being given feedback on their own threads on one of the channels

Hey guys,

I've been in the gamedev industry for over 10 years now. Over the past few months, I've been focusing on providing detailed playtesting feedback to hobbyist and indie developers who are often priced out of good, actionable feedback. I appreciate its subjective, but I think a lot of feedback can be a bit light, and I'm trying to change that. I put in hours of play time, and am as detailed as can be with the feedback. Here's an example of the type of feedback you can expect: https://igb-reports.pages.dev/pulsebreaker/

I'm conscious that this is technically a self-promotion post, so I want to keep the focus on the developers. The response so far has been overwhelmingly positive, and it's been rewarding seeing how useful this feedback has been to people working on their own games, particularly devs that have struggled to get useful info from playtesters in the past. I've since started Indie Game Booster, a small initiative focused on making useful feedback and other development support more accessible to hobbyists, solo developers and small indie teams.

If you're working on a game and would appreciate some thorough feedback, feel free to get involved. Free playtesting is subject to availability ( so far its always been possible), but I'm always happy to see what people are working on. 

Discord: https://discord.gg/GCqrGwegS

Website: https://www.indiegamebooster.com

Would love to see some of your projects, and am happy to help out wherever possible. I will reply to all messages. 

Hey guys, just following up on this playtest feedback. Ive set up a website which you can see here. I hope you dont mind that I've listed The Wandering Crusader as a playtested game based on the above. Since doing your review, the feedback Ive been giving is considerably more involved (often about 8k words and hours of footage).

I have also set up a Discord server herewhich is centered around playtests primarily. Its very new, but Im hoping to grow it over the coming months, so if youre looking for a place to get playtests, or supportive gamedev community, please do join and encourage people to try your upcoming builds. 

Hey, I didnt get a chance to play this a second time, but I have set up a Discord server that is primarily focused around playtests. Its extremely new but wanted to reach out given I have already played your game and given feedback. Im inviting people whos games I have played, so hopefully you can get more feedback as the server grows. Here is a link to the Discord, and the site if you have any interest in seeing it. Here is my website, I have not listed your game as the feedback I gave you was not up to the quality of the official feedback.

Hopefully you join the Discord and can share your progress and get feedback as it grows. I could see the potential in what you did, it was just really difficult to get through the onboarding at the time about 2.5 months ago because of all the set up, but reading your comments, it seems a lot has changed.

 

Hey, just as a reminder, I gave you the feedback above. I have since started doing quite detailed playtests. I have set up a site which you can see here . I have also set up a very new Discord here that I hope to grow over the coming months, primarily around playtests, if you think it would be of benefit to you. I am also obviously happy to play Axis again whenever you need a further playtest.

Solipsistic is such an awesome game. The guys have done a great job at taking a unique concept and turning it into something playable. There are some incredibly clever fourth wall breaking mechanics here that Ive not seen in any other game (I dont want to say too much as you really have to experience it for yourself).

To top it all off, they make it free. Really enjoyed my time with it. Looking forward to seeing more from them in the future.

I'm glad the feedback is in some way useful. If you push an update to the game, notify me, and I will try out the latest iteration, as its valuable to have a mix of feedback from new players but also players that have seen the previous iteration of the game too. If you address some of the issues outlined, I'm sure it will be dramatically more playable. Let me know when the next significant iteration is available for a playtest, and until then, best of luck with your development, and well done on creating something and sharing it with the world. Its far easier criticize than it is to create.