Yes, that is awesome! Maybe I'm just being too hard on myself :). Thanks for the support!
Mocca Games
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Thanks a lot for playing and for taking the time to write such detailed suggestions! I’ll keep working on improving the game, and feedback like this helps a lot. Reducing repetitive clicking is clearly something I need to address as soon as possible. I also need to think about how to improve the tutorial. I’m still not sure what the best approach is, but I’ll look into it. I also want to review the layout and text size. I did a lot of testing on Steam Deck, but so far I’ve mainly focused on gameplay responsiveness. I still need to spend more time improving the UI.
Awesome, I’m glad you enjoyed it!
What device did you play it on, if you don’t mind me asking?
I added some subtle input assistance and tested the game on several devices, including Android and Steam Deck, using both the touchscreen and the trackpads with triggers. There are still a few situations I’m not completely happy with. I also need to review the layout on low-res screens when the board gets bigger, so if you noticed anything weird, feel free to comment.
Thanks a lot for giving the playtest a try and for sharing such honest feedback!
Maybe you were expecting a more typical incremental game? I admit it is a weird mix. I am aiming for a merge puzzle game where the incremental is kind of part the puzzle, that's my point with the game. The content is pretty condensed for the demo, the main mechanic is clearly the merge, but I threw in some minigames to break up the routine a bit. I have more mechanics and minigames planned for the final release, which I hope will better match your expectations.
And sorry about your hand! My intention is not to encourage heavy clicking. Actually, you can beat the demo in a fairly chill way once you get the proper upgrades, but I suppose it needs better balancing or clearer feedback. For instance, in the clicker fights, spam-clicking doesn't make you go faster. You can play at a steady rhythm, and I added some cues to help players discover that. However, it looks like it is not clear enough since most players end up spamming anyway, though I am not sure if that is what happened in your case.
Thanks again! :)
Awesome! I tried the game in my Steam Deck with the trackpad but never with a laptop's trackpad. I have some drag/pace/merge/hit help assistance but I suppose it won't feel good enough in that case. This is the typical things you forget to test it. I see if I can improve somehow the input control for this kind of devices.
Thanks again :)
Thank you for the feedback! You’re the first person to leave a comment here :).
Were you able to beat that challenge? Did the entire third warp feel too difficult, or was there a particular number where the difficulty started to feel excessive? Did that difficulty spike feel frustrating, or did it just seem like the balance needed some fine-tuning?
Just to make sure I understand: do you mean that weak spots should still be clickable when they’re covered by a shield?
The third warp is intended to be challenging, since I think it’s the most fun part of that minigame. The general idea during this stage is to keep clicking in open areas, avoiding the shielded zones and hitting weak spots along the way if they are exposed.
It should still be beatable, though. Even when a shield covers a weak spot, the Weak Spot Size upgrade should make it larger and keep it around long enough for the shield to disappear and uncover it.
Occasionally, a sequence of shields might make a particular weak spot impossible to hit, but I think a little bad RNG from time to time is okay.
That said, perhaps I could add an upgrade that lets you hit weak spots through shields. How does that sound to you?
Thanks again for the feedback. I hope you had a good time with the game!
