@CoderRw11326 30h planned and 2h of actual work in the spreadsheet :) the opening tutorial gets you switching to the match quickly. i'd make the 'check mirror' note a bit more prominent for the first visit, there's a lot to notice on that screen
@ceo0x@AnthropicAI i'd want to leave something useful for the next person :) can you leave a note with the camp? finding out who built it and what they were trying to do would make the inheritance feel much more personal
@DustyEffsky@RocostaGames is there a browser build too, since you're using Three.js, or is the demo Steam-only? a short browser version of the opening could be handy for getting feedback from people who aren't ready to install it yet
@overloadgamedev the coin burst makes a delivery feel rewarding, but it covers most of the loading bays in the first gif. i'd try a smaller burst above each truck so you can still follow the crates underneath
@PlayGLAD ah, just to clarify, i meant the layout of the video :) giving the gameplay more space in the clip, rather than changing the in-game UI. sorry if that wasn't clear
@RocostaGames thanks :) i'm making Mad Bike, a browser bike game with 100 tracks. i'd love feedback on the first few: do they give you enough time to get used to the controls before getting difficult?
https://t.co/2EzyLQwVrg
@JulienDX were the quest changes prompted by new players getting stuck, or by people who'd already played earlier versions? i'm curious how you collect that feedback during the playtest
@Kardaviik is the power leaderboard based on peak output or what a factory can keep producing? i'd be curious to compare steady output, especially once the bots are busy upgrading everything :)
@KotaixStudios ah, got it. i'd look for floors where people quit repeatedly, then ask testers what happened there. one empty entry could just mean they had to go, so i wouldn't treat it as a difficulty problem on its own
@Tipsy_Pipsqueak just looked at the comparison :) having the selected skill's description below the icons makes it much easier to scan. i'd make the locked skill names a little brighter though, they're quite hard to read against that background
@DesktopFactory1 are you getting feedback from people running it beside their usual work too? i'd be curious whether they notice the same cues as someone giving the demo their full attention
@cornarian can someone rejoin the same run if their connection drops? losing a whole dungeon run to a brief disconnect would hurt, especially when the rest of the group is still going
@hoonayagaming i'd be happy with a shared world that stays with the host, as long as that's clear before joining. finding out only when you return to your own save would be the frustrating part
@novabrand hey, i made Mad Bike, a browser game with 100 unlocked tracks. if browser games fit your showcases, you're welcome to try it :)
https://t.co/2EzyLQwVrg
@VerrithenStudio what changed most because of the testers? i'm curious whether you got more useful feedback from people just playing normally or from asking them to try specific things
@rasiail991@VideoGameCream oh, so winning doesn't end the rivalry haha. that makes seeing them again more interesting than knowing they'll always help you
@QUIET__Official thanks for passing it on :) i'd keep the languages you're happy to play in separate from the menu language. someone might want english menus but be happy chatting in either english or russian