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nknknk3

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A member registered Apr 29, 2025 · View creator page →

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(3 edits)

Hello, I managed to reach the boss on about my third try, and gave it two more attempts after that, but haven't won yet. The controls are very smooth, and the art style is quite cohesive—though speaking as a layperson, while it's minimalist, it does feel a bit lacking in distinctiveness. That said, it's definitely one of the finer games I've come across. However, since I have very limited experience with games in this genre (I've only beaten the first boss in Blasphemous 2, and that's about it.Later on I got lost in the map), I'm not entirely sure—would it be worth taking another look at the attack feel and platform height settings? The boss's HP also seems a bit on the high side. I think the enemy design is quite straightforward—I just didn't expect the map to be this limited.Ultimately, whether to continue development is entirely up to you, but you might want to consider designing some characters with stronger promotional appeal.By the way, I didn't realize that meter was actually a potion charge indicator—I thought it showed the wave progress.

You're also welcome to try out my games—they haven't been polished to that extent, and I'm also looking for feedback from all around.

Hello, I played through about the first month of content and then decided not to continue for now. Allow me to briefly share some of the issues I encountered: the game currently lacks animations or interface artwork, leaning more toward a text-based simulation with numerical progression. Both the AI-generated music with lyrics in the promotional video and the in-game tracks seem to have a distinctly pop-oriented feel—personally, I think a calmer, more subdued atmosphere might suit the game better. The in-game tracks aren't categorized in detail, and the fan growth rate appears to be fixed, lacking mechanical variety or differentiation beyond raw numbers. The random event system is decent, but it could still use some refinement. In my view, at this stage, it might be worth aiming at least in the direction of something like Kairosoft's games.

Hi, I tried the game but didn't test saving. I think I unlocked everything? The art is fine, with scenes laid out like a booklet. But there's no animation at all, and I can't inspect anything. Visually, it could use some work.

Hi, I think this is a solid work, especially in terms of its narrative atmosphere. That said, I do think the key binding issue needs to be addressed—it seems like right-click dragging might cause crashes (though I'm not sure if there are other triggers). The pacing of the early combat and narrative feels a bit slow—I'd personally prefer to get into the intense action a little sooner.

The projectiles flicker and are way too bright.

Hi, I finished the first tutorial level and wanted to share some rough feedback. In the early single-mask tutorial sections, I mostly followed the intended approach. I quite liked the well-designed abilities (though the Sadness mask is a bit tricky to control—do you think there could be better keybindings overall?). The world's atmosphere was decent as well. However, I wasn't quite sure why I had to follow the rules—I preferred just using Happiness and Anger, cleared the level easily, but got an F rank. I thought this was supposed to be a game that allows flexible playstyles. I also think the character controls could be further polished, but it doesn't really hinder the gameplay for now.

I don't really get it, and I don't think I found the right chat entry point either. The monster's portrait startled me (is the sound effect volume a bit too loud?). And I keep running into the timeout bad ending? (You know, the one with the jumpscare and the noise.)

I really appreciate you taking the time to give such detailed feedback—I'll be working on improving these areas going forward. In the current version, leveling up doesn't actually do anything yet, because after some back-and-forth I decided to start by offering only a fixed number of upgrade options after each battle. As for the art, most of it was generated using GPT Image 2, though I did help with interface planning, style references, and quality evaluation along the way.

Thank you. I actually saw your comments in other posts earlier and tried that game, but it has quite a lot of mechanics and instructions. I'll set aside some time tomorrow to go through it again and properly understand it.

Just giving this a little bump—still very open to any feedback, big or small. Thanks for looking!

Hi, I gave the trial version a try and noticed that there doesn't seem to be a clear indication of when you've cleared the game. Also, the upgrades in the store don't show deeper branches, so I can't see what's further down the line. I'm not sure about the timing for when the slot machine appears, and its wrench animation seems a bit off too.

There's actually a more specific reason I missed the left/right arrows: I did go through the tutorial, but since English isn't my first language, it didn't naturally click for me that "←" or "→" meant additional controls.

(3 edits)

I played the web game on PC and it ran smoothly. It took me about 20 tries to successfully land for the first time—it's fairly challenging but still enjoyable. (I wasn't aware that the left and right arrow keys could be used for controls.) That said, I don't think it necessarily needs further expansion. I do wish the level selection and retry mechanics weren't quite so punishing.

Hi, I think there might be a slight inconsistency in the art style across different parts of the game—for instance, between the meteorite in the top bar and the battle screens. I really like some of the other art pieces; they have a great psychedelic feel to them. However, the UI seems a bit unpolished and overly complex, which would probably keep me from playing it personally.

(5 edits)

Hey everyone! 👋

I’ve been heads-down prototyping for the past few days, and I’ve ended up with three very different playable concepts. Right now, they’re all at that fragile "proof-of-concept" stage – rough around the edges, but each with a core mechanic that I think has legs.

I’m looking for honest, critical feedback from fellow itch developers and players. The systems' stat progression and certain parameter tunings are still very rough – I need real playtest feedback to refine these numbers and smooth out the difficulty curve. Or I'd equally be happy if you just leave a word of encouragement or a quick impression – that alone would give me a huge boost of motivation.

As for Vector Rift – I'll be honest, this one is the roughest of the bunch. It came from a really exciting initial idea, but the strategy layer and learning curve still need a lot of smoothing out. Even I sometimes lose track of my own cross-turn plans when I revisit it, and the AI opponent doesn't yet think multiple steps ahead – that's on me for not implementing proper pruning logic. So if you're short on time, I completely understand skipping this one.

(translate with AI)

tiny rogue dungeon (prototype) by nknknk3

nightbloom survivor by nknknk3