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Nostalgicbear

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

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Hey, so I played through one full story, and to what I assume is the end of the other. Some thoughts below. Feel free to add me on discord (username is nostalgicbear) if you have any thoughts or want to discuss any of it further. 

I enjoyed a lot of the presentation. The music is charming, the pixel art has a great style, the main menu artwork is beautiful, and the UI icons generally fit the game's aesthetic well. Most of my feedback is centred around clarity, presentation and player communication rather than the core concept, which I think youve presented pretty well.

Narrative

  • There is a lot of text with very little visual support (I appreciate this is a beta, but I've given all feedback based on this version, not a future version). I'd recommend looking at RoadWarden as a reference for how reusable background artwork and environmental illustrations can help break up dialogue and improve world building (based on the credits page, youre a small team, so its not realistic for me to suggest you spent months creating bespoke art for every scenario).
  • I didn't experience much meaningful branching. Most choices seemed to converge back to the same path after only a few screens. On the store page you mention "meaningful consequences" so I think I was expecting a bit more from this.
  • The text presentation itself could be more visually engaging. Even subtle formatting improvements or accompanying artwork would make reading long passages more enjoyable, but again, fully understand its a beta.
  • The current day is displayed prominently, but its gameplay relevance wasn't immediately obvious to me.
  • The Forest story line has 8 dialogue pages before an action/choice (the option to escape or fight). That feels a bit excessive, and maybe some of the 8 pages of text could be combined to one.

Combat

  • The Archer has no attack animations. 
  • Battle backgrounds become repetitive, with the same one used regardless of where youre fighting. I have no doubt that adding additional environments is on your roadmap.
  • Battle music is excellent and fits the game well. 
  • Audio transitions between scenes can be abrupt. Smoother blending (for example using FMOD) would improve the smoothness of transition to be less stark.
  • Clicking the chalice immediately consumes it without explaining what it does. Allowing players to inspect consumables before using them would support better decision making.
  • It wasn't clear why Attack Cost was 10 during one encounter but not another. The very first encounter in the second story (the forest one), has no cost for attack. If combat rules change, consider surfacing that information more clearly.
  • The Energy 120/120 display looks visually inconsistent compared to the rest of the combat UI and could benefit from matching the surrounding art style.
  • As an Archer, my Special Ability never became available. If this is intentional for class progression, consider communicating that.
  • During combat I could select the blue potion, but nothing happened and no feedback was provided. If an item cannot currently be used, explaining why (for example "Not enough Energy") would improve player feedback.
  • Using the red potion caused both consumables to disappear, which was unexpected and not clearly communicated.

Progression & Balance

  • Shop pricing felt well balanced. There were items I could afford and others that gave me something to work towards.
  • After finishing the forest story first, I entered the dragon encounter on only 4/88 health. Because health carries between stories, I ended up in a situation where I repeatedly died before being able to meaningfully progress. This felt like a soft-lock. Consider providing a recovery mechanic or ensuring players cannot become trapped in an unwinnable state.
  • It wasn't clear that health would carry between stories. This should be communicated before the player begins a new storyline.

Rewards

  • Loot rewards could be presented with more impact. For example, when I obtained Magical Armour, it was easy to miss within the text. A reward popup showing the item, its stats, and a comparison with the currently equipped item (with an option to equip immediately) would make rewards feel much more satisfying.

UI & UX

  • The Inventory icon behaves slightly differently to the other bottom navigation icons when selected. Keeping selection behaviour consistent would improve usability.
  • Health feels like a more important persistent resource than currency and would benefit from being visible on the main screen. There appears to be enough room beneath the character portrait for both.
  • The equipped item row in the inventory could be communicated more clearly.
  • One inventory slot appeared permanently empty. I assume it is reserved for potions, but this isn't explained. I tried clicking and dragging various items without success. A slot label or tooltip would remove this confusion.
  • There are four primary navigation tabs given equal prominence. In this build, the Story and Inventory felt like the primary destinations, whereas the Hall of Fame didn't appear important enough to justify equal visual weight, and I never accessed the Shop directly from its dedicated tab. I dont know why Hall of Fame is accessible throughout gameplay.
  • The Settings screen has a black underline beneath the "Options" heading that initially looks like another slider, making it slightly confusing.
  • The close (X) button on the in-game Settings menu is difficult to notice because it blends into the background. The first time I opened Settings I accidentally selected Back to Menu instead because I didn't immediately see the close button.
  • On the title screen Settings menu, the "Settings" heading appears offset rather than centred.
  • On the point of selecting a story/quest to do, they feel completely independent due to the lack of an overworld or map or something to ground them in the word. For that reason I was surprised to see health reset between quests. 

Visuals

  • The pixel art style is really charming, but all fight scenes appear to reuse the same background. A small library of reusable environments (forest, cave, village, etc.) would greatly improve visual variety while keeping your production costs reasonable.
  • The story screen often contains a large amount of unused grey space. Filling this with subtle environmental artwork would improve atmosphere and support the narrative.

Feedback & Player Communication

  • After defeating the Juggernaut while also losing my remaining health, I was returned directly to the Story Select screen. Initially I couldn't tell whether I had won or died. A short completion screen or epilogue would provide much stronger narrative closure.
  • The dice animation briefly settles on one value before changing to another. I'd either increase the rolling speed so intermediate values can't be read, or hide the value entirely until the final result has been determined.

Resolution

  • I would personally have preferred the option to play in a landscape resolution rather than being locked to portrait. Is there a reason you wanted to lock it specifically to portrait?

Store Page

There were a couple of statements on the page that I felt didn't quite align with my experience (albeit I admit Im probably being a bit pedantic with these):

  • "Multiple choices with meaningful consequences." During my playthrough, most choices appeared to converge back to the same story after only a few pages, with differences generally limited to small amounts of gold or health.
  • "Random events and shop inventories." I didn't encounter any random events. After replaying sections several times due to dying, I consistently encountered the same enemies and story events.

Overall, I can absolutely see the charm in this game. You've shown that the current scope of the visuals can be done to a good standard, and I think the game has a solid foundation with good audio, a nice vibe. Most of my suggestions focus on minor improvements around clarity, player feedback, presentation and reinforcing the impact of player choice. Some small work on these would greatly improve the polish. Again, if you want to discuss anything further, or my points weren't clear, and you need more, just add me on Discord. 

Ill download this and give it a go. Ill drop you feedback in a couple of days. 

Sure, happy to chat.

Just to set expectations, I haven't worked directly with a traditional publisher as a solo indie developer, so I don't want to overstate my experience in that area. That said, I have worked on projects that received platform funding from Oculus (Meta) and Magic Leap. Those relationships involved funding agreements, dedicated contacts on their side, milestone and release deadlines, and platform-specific requirements, so I have some experience with that side of commercial partnerships.

On the indie side, a few years back I also licensed my own VR games to VR arcades and negotiated licensing agreements, and in some cases, exclusive rights. so I've had some experience negotiating commercial rights and exclusivity agreements.

None of hte above is the same as signing with a traditional games publisher, but if that's still useful, I'm more than happy to have a chat and share anything that might help. You can reach out to me on Discord (username nostalgicbear) or I sent you an email a few days ago regarding an out of memory error, so you'll have my email (which should be recognizable based on this username)

Yes, you can add nostalgicbear

Looking forward to trying it out.

Can you post some footage of what you currently have? You mentioned the core loop being done and having a playable prototype, so it would be good to see what this looks like.

This post would benefit from you posting some footage of the character controller as is, or even better, a demo scene where people could control the character to get a better understanding of the movement details that feel that bit off. 

Cool, I am happy to playtest this for you.

Hey,
I just wanted to give some feedback on this post. I checked out your website, and I'm struggling to recall a time I came away from a site so confused. Your ABOUT US section on the ABOUT US page, is quite frankly, bizarre. It gives no info about you as an organization, and instead reads like a fever dream. 

The Games section is as confusing. The existing games, are just text, with auto playing audio audio embedded, all with very weird formatting. The messaging, purpose, and goal of the games is very unclear. To me, they feel like they dont really fit, and I didnt get a clear understanding from your messaging on site, or this post, just why the games exist at all, let alone are something you want to put significant effort in to.

The only universal message I took away from the post and the site is that there is a desire to have a positive impact, but just how these games tie in, and the whole solar energy powering the developers home angle, well, its all just a bit... odd, and disjointed. I dont understand the current implementation of the Dew system, nor do I understand why people would be incentivized to earn point. I dont understand why there is a SHOP tab for things that I cant really understand why people would purchase. I dont understand why on the site you mention hating Google, and not wanting to continue to use BlueSky, while most likely posting from a smart phone. 

I understand the general, broad concept, but its presented in such a confusing, disjointed way. If you want to attract some capable developers to drive your mission forward, I would suggest an overhaul of your messaging, and to consider whether needing a carbon neutral developer is as important as having a capable developer. No hate in any of the above, More power to you on your mission, I just found it very hard to understand. 

Hey, do you have a bit more info on the game? Id be interested in helping out, though dont know if the game is something Id be interested in without some details. 

I absolutely love the visual style you've created here. 

Hey, while I think this is cool, I've read this post and the Github breakdown multiple times, and Im still struggling to really understand it. What do you actually mean by where a game and their novels are written together?

"What excites me the most is the Mirror Book: as the game comes to life, so does its novel. Every scene stores both its playable version and its literary version, tied to the same canon. The engine tells you which one changed and exports the manuscript to both Markdown and DOCX." 

Can you help me understand why this is useful? Can you show what a "literary version" of a scene looks like as Im struggling to understand exactly what this output looks like. 


Sure, "nostalgicbear" on Discord

The art is so nice in the images provided that its hard to image it as part of a XXX game haha.

Ah I have Terrarium is pretty cool. The controls are a bit awkward though. Visually, the game looks really nice, so props to whoever is responsible for the art direction.

Do you have any footage or artwork to show where the game is currently at?

Best to include details here (and some footage) in case others are interested

Been in game dev 10 years, and I think this is one of the most interesting games Ive seen. The main trailer on your Steam page is bloody perfect. The music, the voice over, the Mortal Kombat inspiration, its incredible. 

You can add me on Discord - nostalgicbear

Please just include a reference to the game name as I have quite a few gamedev chats

Discord: nostalgicbear

Please just include the name of the game in an initial message as I have quite a lot of gamedev chats. 

Can your developer share some info on the tools they've created to facilitate level creation? 

Hey, long term game dev here (10+ years). I've also invested in a few gaming related projects. The problem with a site like this, is that they are popping up with such frequency over the past 3-4 years, that without substantial backing, you're really going to struggle to grow. Having looked at the site, there is a bit of irony at how you're advertising it on Itch, as the first question anyone would ask is "Why go to your site instead of Itch, which gets hundreds of thousands of user traffic per day?". You also have various other sites, and subreddits, so Im curious as to what problem the site is solving, as its not immediately obvious to me, as someone thats hired teams, freelancers, shipped products etc. I cant see why I would use the site as either someone looking to join a team, or someone looking to fill a position. Happy to be proven wrong, but its not clear to me at this stage, and best of luck with it of course. 

I love the style youve done for here. Im just so confused as to how with all these updates, you've not actually shown any real core loop gameplay haha. 

Yeah, I have to agree with the user above. Entirely AI generated, and just extremely underwhelming. Sorry to be that person, but this is just pure AI shovelware. 

I think you've done quite a nice job with what can be seen here. I was actually listening to some ambient rain while watching your clip, and when I turned it off, it felt a bit like something was missing from the ambience, like a tonal cue was missing. The sfx are quite nice though, I think you've matched those quite well to the point where they compliment each other. 

Looking forward to seeing where this goes.

This was an interesting read. Your experience is quite common. I've worked in games from indie to AAA over the past 10 years, and even just 4-5 years ago it was difficult to really get progression on prototypes inside a short timeframe, whereas now we are able to get some initial systems and what we call "interactive mood boards" much easier. Unfortunately what that often means is that expectation moves too, often still, unrealistically.

I was hoping to download a demo, if not the first chapter but it appears that there is nowhere to do so. If there is somewhere to sign up, please let me know. I enjoyed reading the blog post, and I have been playing point and click adventures for years. 

Nooo tell me you didnt record your screen with your phone for an official trailer haha. 

Do you have a working prototype atm or are you starting development now?

Hey, I am happy to be one of the validators. 10+ years working in game dev with various released titles. Rather than sending email though, are you happy to speak via Discord (same username)? 

I'd like tp playtest this. (10+ years in game dev, worked on many released titles, so happy to give back here)

Can you share what you have done so far (video, screenshots etc?) It will help people understand if their skillset is needed and/or aligned. 

10 years in the game industry. Would be keen on trying this out. 

Super fun game. The FINISH GAME button after you beat all 4 levels doesnt work, so it was eh, quite anti-climactic :) Fantastic game though. 

Very fun game overall. Lost about 2.5 hours of my life to it so far :)

Quite a fun game, but the range for units to be able to hit the dragon is all off, so while fun, it ends up quite anti-climactic and I just left feeling quite robbed. 

Im not sure why my previous post was deleted. 

I played this game yesterday. The game is generally very fun. The developer has done a good job with the core mechanic, however the game is completely un-optomized, so once you get past about 10 waves, the frame rate drops to 1-5 FPS. 
I got to a point where a platform section cost about $5136 per segment, which I believe is approximately wave 10-ish, and the game at that point was not playable when the enemy swarm was on screen because the game is unoptomized.

If the developer is removing my comment due to pointing that out, that is quite disingenuous.

I've been able to download it now. I didnt do anything differently than before. :)

Very much looking forward to playing this game. Is there anywhere I can give detailed feedback afterward (website, email etc) rather than posting it as a comment?