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Amazing game, more people need to see it!

Thanks! I'm so glad people are enjoying it. Given how the game is, I find it a bit challenging to capture player attention just from the page before they even try it, so I need to work more on the marketing side

It at least did really well on incrementaldb.

Yes, that is awesome! Maybe I'm just being too hard on myself :). Thanks for the support!

Game did well, you did well, everyone did well.

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Played the whole thing, liked it plenty :) The sense of progression and pacing is quite well done! Here are some suggestions for improvement tho: 

The tutorial is just hand-holdy and restrictive enough to be irritating, although it is thankfully pretty short. I think even just the ability to click buttons other than the tutorial-mandated ones would make it less annoying.

An option to change the UI or text scale would be nice, since some of the text is really small on my laptop screen (especially the text in the settings, which is counterintuitive).

A toggle to hide maxed upgrades.

The option to click and hold for a few things like charging, spawing numbers, or dealing damage to reduce hand strain.
On that note, the amount of clicking necessary is pretty strenous in general (at least on mouse). It was fine for this demo, but I definitely would not be able to play a full game if spamclicking stays a regular requirement to progress.

Keep it up!

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.

the hold to click was very nice for me, good addition

Nice! Yes, Im very happy about this new feature. Definitely something I should've added  from day one

Really good demo, looking forward to the full release!
Also thank you for making a game that works perfectly on touchscreen

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.

Interesting game. I beat it (got overflow) and wishlisted.

I think the main problem is too much clicking. Merging got better after getting the collider, but the generator still takes a ton of clicking. The minigame took quite a lot of clicking too, I think it would be good if we have autoclicking upgrades.

The auto input of collider isn't fast enough to keep up after getting all the collider speed upgrades.

Thank you so much for wishlisting the game and for the detailed feedback! I’ll explore upgrades and accessibility options to reduce repetitive clicking, and look into adjusting the collider’s auto-input speed.

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Unless need to click a lot goes away fast, you really need to change it to hold or hover over button to click.

Thanks for the feedback! Could you elaborate a little? Are you referring specifically to the clicker fight minigame?

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most clicking in general, merging and spamming the generator are a good way to get carpal tunnel fast...

Got it, thanks for clarifying! I agree that adding some accessibility options would be a good idea. I’ll explore ways to reduce hand fatigue.

A good game but felt kind of bland and hard on my hand. Mechanics are definitely interesting, and there are always new twists, but it just didn't feel... exciting? The core loop got old fast, and none of the other mechanics were explored enough. If it is primarily a puzzle and not an incremental, you could add more impactful core mechanics or maybe just reduce quick reaction stuff. Or maybe this game just is not for me.

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! :)

Hey, I think the 3rd warped moment is too hard (the one with the shields), and I still got all upgrades.

I thought of making the weak spots count as hit because most of the time it appeared under a shield, blocking the weak point.

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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!

hey there :3

I didn’t beat the 3rd warp yet, I’m still stuck at level 9. And I realised that without weak points and while all upgrades are maxed, even with good RNG you won’t be able to beat it.

I find it frustrating when the majority of the weak points get blocked and then disappear.

So I thought of some upgrade possibilities:

  • weak points override shield;
  • shields less likely to appear;

So it sounds good :D

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Edit: I finally beat it :D Little precision: I’m on laptop and that’s why it was so hard with the pad, because I cant control the click direction too. Used a mouse with it and some well placed weak points, and it worked!

Edit 2: I BEAT THE GAME 100% STYLE >:3

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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 :)