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Ichit

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A member registered Oct 16, 2019 · View creator page →

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Sorry I do not at the moment and I just found a team.

Thanks for reaching out!

I just started 3D Modelling and looking to join a team.

I can do:

- Low poly props and environment

- Low poly characters

- Basic animations


Here is a recent game I made that has my 3D art~
https://ichit.itch.io/departed-an-investigative

You can jump over them at the right time, or if you jump early enough you can swim under it

thanks for playing!
I was planning to make this a meme-y kinda difficult game, but I lost a bit of steam 😅😅

When pressing forward you can change your forward momentum a bit allowing you to swerve better to pass obstacles.

(2 edits)

You still in for the jam? I haven't gotten contact on discord yet

EDIT: 

I assume you might be busy -- and it's getting a bit close. 

I got somebody else on the team for an artist.


Sorry for the inconvenience.

Sounds good!

Just a heads up for other viewers -- positions are filled~

Add me on discord!
ichitran2073

Hello, I am Ichit!


I am looking for a 2D artist and a Composer for this game jam!


My recent work is on itch :)

https://ichit.itch.io


Let me know if you are interested

Want to team up? I use Unity and I can program / design games.

(1 edit)

Hey Everyone! 

I am looking to join a team programming in Unity in C#. Consider me fairly new to Unity as it's been quite a while

 I have made games before in Godot though!

(see projects on: https://ichit.itch.io)

My hours are GMT+8

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- I like the art style and general uniqueness of the game. I haven't played dominos before.

- The guy jumping around adds alot of character, but I found it distracting especially at the beginning.

- I am not sure how to avoid the pink skulls or why they pop up after a couple of plays

Suggestion:

- Would be nice when you are holding a bone near edge of screen if it auto pans towards the edge of the screen.

--> WASD might be a good choice as well.

- I feel like the name set should happen before you start / after you finish your round to reduce the amount of information at the beginning.

- Could do a thing where if player does not have any playable moves, the bone is auto discarded and player is given a strike.

Bugs:

- The garbage can still shows during "pick a bone" phase which may confuse users.

- Sometimes I seem to not crash when I place a bone on top of a pink skull. 

- Sometimes I seem to crash when I place bone next to a skull, but not on top of the skull

- If I place the domino in a quick swiping motion from hand to field and place, it can be off center

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for about 30 minutes (Usually I play for an hour, but I think I ran out of content) and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- I like the chat log on the right. It feels like a stream :)

- Very charming game. I really like the puzzle mechanics or the feeling of exploration.

- I really like the effects of when you get all the dust or find a secret room 

- I like the the story of this game and how accessible it is. 

- I'd say the game has a perfect amount of difficulty. I didn't get stuck for too long.

- I am curious what the hint is pointing at unless it's the thing near the end.

- I think if you were to make more content -- the way you have designed the levels would be great moving forward. I was worried I'd have to backtrack between multiple scenes or remember the hint to get an important quest item

- After beating the game. I felt motivated to look for secrets seeing what other things in this game. I found a few, maybe I missed some.

Suggestions:

- I think there could have been some more rooms with no puzzles, but just environment and/or people to talk to, to help give more ambience to the game.

- Could use quiet ambient FX while the vacuum is on.

- Would be nice if there was a way of going back up the chat log, as I missed some text at the very beginning and couldn't go back.

- Would be nice if you can sit on the dust and pick it up slowly without moving back and forth.

- I think the story was interesting, but I think it might be good to be able to go back and review some of the text somehow, like logs / notes.

Bugs:

- Couldn't find any~

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- I think the art is quite solid and works really well for this game!

- At the beginning of the game. I feel like you either will lose or win. I lost like 5 times, then won big haha.

- I like the casualness of the game where you just need to buy the tiles and let the game work for you.

- I like the effect of the tiles updating and popping up, then getting the money!

- I am a bit confused if there is strategy involved. I feel like I am able to just continue as long as I buy tiles -- so far.

- I don't know why I need to be wary of certain tiles or things each turn after playing. (i.e. Pests, UFO's etc.)

- Didn't realize there was a reroll button till a bit later in the game.

- When you lose, it happens a bit too quickly to know what happened.

- When I first played the round. I thought I was going to be able to select where the tiles would be so I could strategize the placements to min / max the values.

- After I bought a bunch of tiles in the shop. I thought my game froze for 5 seconds, then it all popped up suddenly. Perhaps adding a slow loading of the tiles, or letting player know that the farm is generating with some UI might be good while it's generating

- At year 12. It took about a minute before the phases could run through. It seems like the longer you go, the longer it takes for a turn to resolve. I feel like the time to resolve things should be relatively about the same time. or upto a max amount of time.

- I had to end up restarting on year 14. it was taking too long to resolve my turn and also looks like I probably would have lasted forever. 

My tax was at 193, and my income was 418. But I could stock up on money so earlier I had a couple of thousand in my pocket

Suggestions:

- I feel like adding a little mascot could be cute. Like a guy taking your money each turn and talking to you -- similar to mr monopoly haha.

- Could be neat if you could upgrade the shop. Being able to add more slots.

- Tile idea - fruit trees. After a year or so, it will bear fruit, and each season, the fruit's value increases by 1. -- The idea here is the player could make investments that might work in the future.

- Buy button also is still showing after purchasing the item and it got sold. Perhaps it can be disabled, or hidden if you bought something

- I feel like the OK button should be renamed to "continue" to give more context

- Initially I didn't know how much money I have. Till I found out it was income on the bottom.

--> I feel like "income" on the bottom right could probably just say "cash". I feel like players might inherently understand that a bit easier. Cash is something to be spent

- I feel like the tax value on the bottom right should be colored red, like you did in the setup / shop phase to emphasize the gate they need to pass

- In the ledger, could use the coin icons when mentioning money, and tax paid could be styled red, to indicate the money you lost.

- The zoom in / out could go a bit faster. It takes a while to zoom out.

- could be neat if player is able to sell existing tiles to avoid certain things or try to consolidate on a particular kind of tile or strategy

- I think it could be neat at the end of you show the ledger and say this is how much money and tax you paid year over year. To show more of a sense of growth.

- At a certain point after the years. I got a lot of money to spend, so I find myself buying all the possible tiles and rerolling. Hard to say how this should be handled, but just wanted to let you know I encountered it.

- Maybe player can invest in a tech tree, that will allow them to buy more types of tiles, albeit possibly more expensive ones.

Bugs:

- Go button cannot be clicked in the middle.

- On Web build:

--> Game broke on year 5 -- possibly after I hovered on dorm.

--> Game broke on year 5 -- after attempting to buy lumberyard.

- Note after I switched to PC build, the game was alot more stable. No freezes whatsoever. Although note the game takes a while to resolve as mentioned earlier.

- After you buy a tile, the money icon is still showing on the tile purchase button

- Maybe you can upgrade existing properties to spend extra cash.

--> i.e. Baby goes through an education. Makes farms more efficient and gives more value.

- I feel like when you breeze through the seasons, could be neat to have some effects with it.

Fall - shows a little wind.

Spring - petals flying

Summer - birds chirping

Winter - snowing

Perhaps they can be randomized as well, so it's not always showing.

Could also do effects, like cloudy, overcast, raining. And perhaps these effects might also effect your tiles. (could do a forecast section in the shop phase)

i.e. When it rains, each tile of wheat gives 1 gold.

- Some possible bugs. It says "The tax you owe is" "25" "in 0 turn." "Be aware of Pine, Pine"

--> Usually we would use this grammar. "Be aware of: <x> and <y."

--> 0 turn mention. Could probably just say "next turn"

--> The other is Pine is mentioned twice.

- When I died and was hovering over one of the tiles I bought, the popup got stuck to my cursor

- Not sure if intended, but after my fantastic baby grew up into a teenager on the board, the tile still shows as fantastic baby.

- Net income => Net Income (in the ledger)

- Some tiles have periods at the end of description. some don't.

i.e. look at fertilizer versus farmer.

- Pond has a grammar mistake, "One of Pests"

- When your farm gets big enough, you are unable to see description of tiles to purchase in the shop / planning phase when hovering over the options. it just shows me the description of my wheat tiles

- After getting enough tiles, if I hover on the top where my bought tiles were, the descriptions are incorrect. For example. sometimes when I hover on wheat, it shows title / description about milk.

- After reroll price gets past 100, the text gets close to the coin icon

- The positioning of the coin icon is inconsistent. (the messages, reroll, the tax and income mentions)

Cheers, glad it was of some use! 

Glad to have helped. Feel free to reach out if you end up doing so <3

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!


Feedback:

- Overall I had quite a bit of fun playing this game! I am interested to see how it progresses in the future!

- Really digging the pixel art. Reminds me a bit of Diablo

- Tutorial says "green shows it's lives" -- I am assuming it meant health or life.

- Tutorial didn't cover the trash bin(?)

- Trash bin does not allow you to throw cards from the middle of the field into it. Not sure if intended.

- Cannot put key into hand. Probably intended.

- I feel like the info being on the bottom right makes me need to dart my eyes alot -- especially when looking at stats on the top left.

- When getting an artifact from shop. I didn't know it was an artifact and not a card

- I thought the half health animation was a debuff (like I was taking bleed damage)

- Sacrifice card says "decreases hunger" but doesn't tell you by how much. When I used it, it removed all hunger

- I activated a trap, but it disappeared too fast before I could understand what it was doing.

- Skinning Knife, refers to armor as "the armor"

- Unsure how the large hoof works. I ended up picking it up, but died. haha. Is it referring to sell value of the card or something?

- One of the reward choices auto consume (which I was expecting to be added to my hand). One time with gold, another time with mana potion.

--> It caught me off guard a few times as some rewards actually require space to go in my hand. 

- Minor inconsistency: Weapon card is green, but health stat of monsters are green and players health is red.

- I didn't know Impulse card (IIRC) would destroy a card in my hand. I was curious what it meant, then lost my axe haha.

- More than a couple times I thought I could just use a weapon on the field to attack the monster. 


Suggestions:

- Cleansing - it says "resets the stress bar" -- this could be more based in the game. i.e.

"Relieves the hero of all stress"

- Maybe when you hover over an action that will simulate enemy attack, perhaps there can be feedback on enemies that they will attack

- Tutorial prompt yes and no prompts are switched. 

Usually for UI it's affirmative action on the left, negative action on the right.

I got caught in it and accidentally clicked the tutorial a second time haha!

- Idea for a weapon, when it's on it's last life, it deals triple damage.

- Idea for a weapon. Deals damage to this card and horizontal enemy cards if any

- Could be neat when you attack enemies or enemies attack you to use an effect sprite.

i.e. If you attack with an axe, there is an axe swing animation, or if an enemy scratches you, it makes a quick scratch animation

- Could add some small text to say "click to continue" when tutorial is occurring.

- Could be nice to have feedback when you hold a weapon and show what possible things it can hit.

- After you finish tutorial could push player into the main game to help streamline it a bit.

- Credits has links but it's hard to notice as hovering over links doesn't have hover feedback. (i.e. font color changing)

- Next button could be named "select" as you are selecting the character.

- Could use some feedback to differentiate cards that are draggable versus not draggable.

- Maybe the key should automatically go to the door if the door is also revealed unless there is a specific gameplay reason

- Could use some extra effects when door is open. maybe some glowing, or a torch being lit in the back, (kinda egging the player on to move forward)

- For soldier special. Would be nice to know how much damage it'll do. (i.e. Restores 5 HP (equal to armor stat))

- Could be neat to have different card formations or extra rooms.

- When selecting equipment before starting run, might be good to let player know how many options they got. i.e. 1/3

- Whip might want to mention that it's all revealed enemies on the board

- Could be neat to use weapon on unrevealed cards. (i.e. you reveal a monster, then you hit it, or you pre-emptively hit a concealed monster)

- Weapon idea. Poison dagger. Deals 2 poison damage (deals poison damage like slay the spire)

- When you take armor hit instead of health hit, could use a different SFX (like a shield being hit)

- When subjugating an enemy. I feel like it the UI should look closer to a weapon as functionally it is a weapon.

- Leech seems quite weak. Maybe if it can steal 2 damage at least.

- Game juice idea -- when you gain money or lose money, maybe there can be SFX played and it animating down.

- Could use SFX when a weapon breaks


Bugs:

- Mana potion text is too close to the left side of the border. Happens for some other cards as well.

- When shop has 7 or more items, the left most item collides with the mana bar

- Key SFX is still played when drag and dropping it into an incorrect area

- When I alt tab, and go back into game in web build. I lose my mouse cursor then accidentally press the wrong thing. This is rough when I am on the rewards screen.

(1 edit)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!


Feedback:

- Pixel art is solid reminds of me GBA! I also like the way the tiles flip up when you start to wear them down

- This game is hard, but fun! 

- Didn't know I had to click to pass the dialogue

- I like the idea of it looping and getting harder. It reminds me a bit of fall guy's hexagon map haha 

- At beginning - I was expecting if I had tons of coins I could buy out the whole shop. 

- I like the idea of the shop in between each loop. Gives players respite and possible strategies.

- Would be neat to have more upgrades. So far I only saw magnet, replenish, miner, and toolbox

- How did you make the endless map? Just curious if you used a tilemap, or instantiated singular blocks in front of the player.

- I am a bit confused about the UI on the right, with the "YOU" tag. As it seems like "YOU" are not moving, but the yellow piece is. Also not sure if the blue bottom half has any bearing or if it's a stylistic choice

- I am a bit confused how the loop counter increases. I went from loop 1 to loop 11. Sometimes I go loop 1 to loop 5

- Often times when the shop owner talks I end up missing it. I think the text may be moving too quickly or the text could be more towards the middle area to player does not need to dart their eyes to the left.

- Sometimes character smush into each other for the font used.

i.e. Magnet => M and A are connected. Wings => W and I are connected.

- You can purposely hurt yourself with a crystal and continue moving to save some tiles. Not sure if intended.


Bugs:

- The song prior to the gameplay does not have a seamless loop. There is a bit of a hiccup at the end of the song.

- Dialogue on shop keep has a missing bar on the right (or it could be intended)

- Sometimes the SFX of pickups get loud for half a second. Happens alot on the heart gain pickup

- When player is full life, they can still get heal in shop

- Sometimes it freezes for a bit before you can play another round.

- Shop item UI can be overlapped by money pickup

- When player gets hurt and spawns back, they can spawn again off the map while moving off map in ghost mode


Suggestions:

- To appeal to more casual players. I might make the first loop or two easier, to get them acquainted. (Less enemy / rock spawns)

- Had an idea maybe when you die by a particular thing like falling, an animation of the guy falling into the infinite could add some flair haha (still showing the scoreboard of course)

 - Could be neat to have some things that work with the looping mechanic.

i.e. a chest that spawn on the track, and you can buy a key to unlock it if you run into it while holding a key.

- Maybe a small feedback like a quick one time ring when you on last life might be good -- to give player extra notice it's their last life.

- I think some additional animation of the tile falling down more noticeably might help the game juice.

- I think powerups could look a bit more different in the shop. They all look similar due to the color used. Also could use different coloring based on on rarity.

- I think coins on the UI on the right should use the icon instead of text. It'll help player miake the connection faster.

- Minor issue: tip says arrow keys to move, but it's more like only Left or right arrow key to move

- Idea - Can get upgrades to slow / speed up track

- Idea - Player can increase track length or transform parts of the track over time with stronger enemies or obstacles

- Idea - song can slowly change over time or ebb / flow to help reduce repetition of the music. It's a good song, but after a while it can repetitive.

- Could be neat to have different tracks to unlock if you loop enough in a level.

- I think there could be more sub track variations. i.e. 

--> Player needing to veer hard left / right

--> a 2 way and player can choose.

--> small monument or broken pillars to help add more visuals

--> A small little boost tile that player can jump and get a speed boost (i.e. Mario Kart 8)

- The ability to pause  might be good. Especially when you are trying to reorient your screen mid run or by accident.

- Adding some SFX when you are riding on certain types of ground might help add a bit more crunch. i.e. when you are on grass, it's subtle and soft. When it's partially broken, make a more obvious crumble sound. It might also give more feedback to let player know they are on a skateboard or something haha.

- Some SFX when shop keeper talks (like mumbling you'd hear in undertale / animal crossing) might help give player more feedback to know shop keeper is talking

- A little trail of particles while player is moving could add some more visuals to help give player understanding how slow / fast they move.

- I feel like the heart UI should be near the player when they are hurt as after I get hurt. I tend to dart my eyes to the right to figure out how much hits I got left.

- Could be cool to be able to reroll shop or upgrade it with to have better upgrade chances with the excess money I have.

Thanks for letting us know! The game might not be updated any time soon, but will take this into account if we do a future update.

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- Overall I think it's a great amount of content for a game jam game!

I think each tech has a good amount of depth without it getting confusing.

- The act of interacting with objects to get materials is addicting

- SFX is crunchy and works well with the visuals

- I like the progression of automation and other materials to get.

- When you sell things in store, it kind of confuses me i have items with 0x amount

- After farm animals and crops got introduced. I felt like there could have been more upgrades in between. There was a good stretch of time where I wasn't able to buy any upgrades.

- Some tech tree items I don't know what they did

--> Unlock Market to Buy I and II

- I didn't know what the winner button was till I accidentally clicked on it.

- I liked the devil deals, but was hoping for some devil deal specific trade that I needed to unlock the next tech or really rare items coming from them.

Bugs:

- Minor bug: menus have differing positions (i.e. tech tree vs inventory -- you can see the top being partially covered)

- First time you open up devil deals, pressing E shows the same text

- When devil deals tips is animating the text overflows then adjusts

- Fruittree typo in the tech tree => "Fruit Tree"

- When you win the game and see the prompt, the prompt can overlap with other screens (i.e. settings, crafting)

Suggestions:

- For recipes could be nice to be able to click a craftable item, and the game is able to auto craft it's requirements (i.e. I want to make a white ingot, I have the materials to make the required ingots -- if I click start, it will create a job to create the required ingots, then the target ingot

- Could use SFX when selling items

- Could use SFX when setting up tasks in the furnace

- For large numbers comma delimiting will help people read larger numbers easier. i.e. 10000 -> 10,000

- Initially I didn't know how to farm for a quick second, then I found out I needed to look at the research. I think if player enters the farm tab and has no plants -- perhaps there is a link to get them to the market or info how to get seeds.

- More feedback when player is able to interact with vegetables would be good -- sometimes I click on it multiple times -- unsure when I can click it to gain stuff

- Could be good to have tabs for specific categories in crafting / store for quicker use.

--> Ores

--> Food

--> Animal

- I think the category buttons could be split up a bit more and have them keep a certain space away from each other.

[Settings]

[inventory, tech]

[Crafting, deals, buy, sell]

[Ores, trees, crops, animals]

- Could use a scroll bar on areas with lists of items (i.e. inventory, store)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- Overall I think the game is very original. Haven't played a game like this before!

- When you get all the duplicates in on harder levels it feels very rewarding.

- First couple levels I didn't feel like too much strategy was used until level 4.

- I couldn't complete level 11. I wasn't sure what to do and had to skip it.

- In the later levels. It feels very satisfying when you figure out how you can leverage existing clones versus future clones. I found a fun technique that I used to cheese a couple of levels, where you just jump in place with your clone, then jump to the goal area. 

- For me the puzzles felt like it was either: 

A) I had a solid idea of what to do from looking at the puzzle

B) I got no clue at all (Level 11!!). 

Suggestions:

- I think more variety could be nice in the puzzles. Some ideas I have:

-> Weight based puzzles. where you need X amount of duplicates in a space. 

--> Or use weight to spin something like a ferris wheel.

- Maybe the duplicates can pick up equipment to do different things (replacing the space button)

i.e. walking past a parachute dispenser, then the duplicate can parachute to the next location.

- Speed up button is the same as next level button. Might be good to have a different icon for that.

- Could be nice to have states on the levels to know which one you beaten and how well you beat it.

- A hotkey to quick restart the level -- it might help reduce friction. I noticed when I need to restart I gotta start using my mouse after I screw up my run.

Bugs:

- I don't have any bugs to mention!

(1 edit)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!


Feedback:

- Art style is very alluring. I like the retro aesthetic alot. It reminds me something like shovel knight and old legend of zelda games!

- Enemy is very difficult and feels intelligent. Reminds me a bit like pacman's ghosts.

- Not sure the benefit of collecting gold / treasure in this game

- Not sure what the bubble pick up did initially, then I found out I could double jump! haha.

- This game is difficult, but pretty fun to play! Note I am a bit more of a casual gamer I would say, but i'd say it teeters on hard, but just hard enough to feel possible. Right when I was about to give up on some levels.. I somehow made it haha :)

- I like the ending, it's very cute. I thought I screwed it up till I got some help!

- I beat the game with 101 deaths and 03461 points!

- The teleporter levels are by far the most difficult for me. I think the issue is sometimes when frantic. I lose track of where I am, then I get killed by the robot.

- I'd say the amount of content is perfect. It didn't overstay it's welcome. I was engaged throughout the whole game. Albeit sometimes a bit aggravated haha :)


Bugs:

- (Possible bug) On one of the levels with teleporters, if you take the green one on the bottom right to the top right, then take it again and stick to the right, you can stick inside the teleporter which prevents the robot from hitting you because they will teleport.

- Minor bug, when you die and hold the movement key, the player sprite is animating, but not moving.


Suggestions:

- When clicking on settings on the title screen. Might be good to add a back button or info to let player know ESC can bring them back.

- Let player know that they have the ability to double jump

- The primary chasing enemy could be a bit slower for more casual players

- Would be nice to have an indicator to let player know how many more friends she needs to collect (especially in the darker levels)

- I'd have enjoyed if there were more light levels before you got into the darker areas.

- Would have loved to have seen more traps. My favorite trap used is the one where the spike flies towards you and you gotta jump quickly.

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- This game seems super polished in terms of UX / and graphics!

- Love the synth music. I think it also really matches the aesthetic and color palette

- Possible card value tip is a bit hard to understand when I started.

- I am confused how damage is dealt -- I thought if I go over the count. I would deal X damage over the count.

- I might have missed the info, but when I go over 21. I take damage.

- .. it took me a while to realize this was blackjack! 

- When you hover over artifact in deck view, the BG is yellow, which easily blends in with the bg of the current screen (not sure if intended)

- Hard to tell when I buy / choose things if they are cards / artifacts / instant use

- Beginning of it was overwhelming, but after I played a few rounds I got the hang of it.

- Wondering what's the benefit of ending turn with no cards played (my guess is there a chance you have a hand of 1 time cards and don't want to play any of them?)

- I like the way you made the demo. It makes it clear that this is not the full version and to get it on steam!

Sometimes people -- including myself didn't do that, which I feel might give people the wrong impression about which one is the latest version. 

- Having features locked behind the demo I think is very effective to get the player to want to get the full game on steam.

- Sometimes it's hard for me to notice the buffs to strength or when the dealer effects get triggered.

- For quite a few rounds.. I only chose one of my rewards not all of them. 

- The feeling of hitting 21 feels very satisfying.

- When player is dealt the killing blow. The animation goes too fast and sometimes it's hard to know what happened.

- I thought I could use my thorns card after I went over 21

- I feel like I didn't have enough time to build up a deck with synergies. Maybe it's because I couldn't get past the elite!


Bugs:

- Player can remove artifact after game ends

- When you go over 21, the overage amount collides with the 21 number

- If you hover in the middle of the artifact, you don't get to see the tooltip.

- On claim rewards for the first card clicked

--> if you click the left card, the continue button pops up

--> if you click the right card, continue button doesn't pop up.


Suggestions:

- It's a bit difficult for me to calculate how much damage I will do, or the enemy will do. Maybe a working counter somewhere on the board would be good. for example +2 means you'd deal +2 damage, -2 means you'd take 2 damage. Especially when it's a calculation of: (extra value over the targets cards) + (owner attack) - (target defense) -- it can get quite difficult.

- When count is empty for player, maybe it can set it to 0 by default

- Card ability tip in tutorial seems not needed.

- Block tip in tutorial can probably just say "Blocks incoming damage"

- For the tutorial,  "continue" might make more sense then "dismiss"

- First time tutorial says (Like 1-11, could probably just say 1-11 unless there are values then that)

- Could use a hover effect on card when in the "choose one screen"

- Continue button missing hover effect (compared to other buttons, i.e Reroll, freeze items, advance)

- Remove a card missing hover effect

- For items you cannot afford in shop, maybe it should be greyed out or have red text for the value, so player can get a quick glimpse of what they can buy in the shop

- So when I discard my artifact. It seems to not have given me money or anything. Would there be a point of me discarding my artifact during the shop?

- For characters that end your turn if you play a certain suit -- I feel like the player could get a tip when hovering over that card or something. The debuff caught me off guard more than a couple times.

(1 edit)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- I played your game, but then realized that there seems to be a way more updated version on steam. I feel like it should be updated with the demo or let players know, so they can have the best experience first!

--> Hopefully some of my feedback on this build is still valid haha 😅

- After playing for about 30 minutes. I ran out of content I think, but it was fun while it lasted! Curious what else will be in here in the full version!

- Nice graphics on the store screen. Reminds me of Windows XP!

- The scaling of the fish is very satisfying

- I feel like the different fonts are clashing a bit with the retro aesthetic. Especially in the fish scaling screen (the tip on how to scale at the top, as well as when you leave the menu)

- For shop would be good to know what the upgrades entail.

- I was expecting I could move the shop UI because it's styled like a PC Window haha :)

- For the fish cutting screen, the checkmark button lacks a bit of context first time I saw it.

- I like the catching fish animation. it's very satisfying when the harpoon comes back up.

- The feeling at the end where you can feed a bunch of fish at once feels satisfying.


Bugs:

- When game isn't full screen the check mark button covers the description when scaling the fish

- Red X button does nothing

- Sometimes when catching fish. I see a fish spawn close to my harpoon.

- Orca is mispelled as "Ocra"

- When feeding fish to certain animals. The animals are sometimes not close enough to the fish, but still animate and eat it.

- "E" button does not work while the feeding fish animation is being done

- In the shop, when all items are purchaseable, they can stay purchaseable after I purchase an item and I shouldn't be able to afford it.

i.e. 

Cleaver - 300

Rod - 500

I have 500. I go to the store.

I see Cleaver and Rod is purchaseable.

I buy the Rod.

I still see the Cleaver as purchaseable instead of greyed out

(Note that cleaver can be clicked, but it won't do anything!)


Suggestions:

- IMHO the best buttons in the game is the ones you made for the shop and the "X" button. Would suggest the other buttons be styled similarly

- Some particles while you shave away the scales could make it feel a bit more satisfying

- Could make some crumbly sound effect when shaving off the scales as well.

- Could use a prompt when you cannot inteact with certain parts of the boat (i.e. You need fish to scale, you need processed fish to feed)

- Could be nice to have a progress bar for your fishing rod to let you know how far it can go.

- I think after you finish scaling all that is left to be scaled, might be good to let the player know the fish is finished with a little animation.

- Could make the fish move towards the boat once you catch them instead of making them disappear. The transition might be a tiny bit nicer

- Could use some feedback on the left side of the boat when player can no longer catch fish because they have no storage left.

- Perhaps the shop could be another area on the boat to reduce UI

- The fish info could be closer to the fish name to give better context

- Could be neat to have some completionist items in the game.

i.e. 

Did you catch all the fish in the area?

Did you feed all the possible patrons?

- Could have pickier patrons that want specific fish. So player might need to learn at which depths certain fish exist.

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for about 45 minutes and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- I like the puzzle design -- it requires you to think. I've played a few other puzzle games where it feels a bit too trivial or a bit too complicated. I think the puzzles have a good balance to them

- Music is pretty catchy 

- Back buttons are in an inconsistent place for credits / settings.

- I love the animation of the miner man when he looks at his hand when trying to press the dynamite button

- I died plenty of times due to walking through the platforms on the sides especially when they move up and down

- Level 9 is very easy haha

- Movement is a bit hard to predict when walking on the platform that moves horizontally when you move left as the platform is actively pushing you right

Bugs:

- I was able to access all levels without completing any of them (possible bug)

- Level select does not tell you which levels you've beaten

- Level 1 has tip text overrun by the platform

- Player can press UP while on the platform and the player will climb up again even though they are past the ladder

- On Level 7. I noticed I can spawn an infinite amount of boxes. Not sure if intended

- Player can interact with switch and box at the same time if they are next to each other and player is picking up the box.

- If player runs towards box and uses dynamite, he does not jump

- When player has dynamite and is airborne. The character has no dynamite in hand.

- When player has dynamite and running. The character has no dynamite in hand

- There is a frame while ladder climbing where player is looking forward

- Sometimes when player climbs the ladder a bit, then moves off it. the characters running animation gets stuck on one frame

Suggestions:

- Could be neat if there are some puzzles where it'd require you to use dynamite in different ways:

--> When you jump off a platform to gain some height back.

--> Breaking a wall

--> Being able to place the dynamite on the switch instead of the box

--> Using it as a timed explosion to hit a particular part the player can't get to

--> Throwing the dynamite

- On Level 7 when you fall through the ground, the level should restart

- I feel like the player character could do more things to help give them more character. i.e. grunts, sighs, or after you win or die he does a thumbs up or something.

- I feel like some levels can be a bit more forgiving especially the first few. Perhaps if you get to a certain point on some of these levels there will be a crate of explosives to replenish the players jump.

- Press R to restart tip - should be "hold R to restart"

- Could use SFX when picking up the key

- Could use SFX grunt when miner looks at his hand when has no dynamite

Cheers, glad it helped :)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Feedback:

- Overall I really like the uniqueness of the game. I haven't played games like this before!

- The music of the game is very ambient and relaxing.

- At the beginning I didn't know I had any actions to do besides move around the animal card.

- I like the concept of this game I feel like it has alot of strategy involved

- I like the day night cycles. It helps change the mood of the game.

- I like the card interactions, it makes the game feel alive and feels like there's lots of different and interesting tasks to do

- Just a note -- most card games usually do attack stat left, defense stat right (i.e. MtG, hearthstone)

- Curious why the first villager has a crown compared to other villagers

- Sometimes when clicking a card or card pack I pan by accident

- A couple of times I accidentally bought a card pack when trying to pan around.

Bugs:

- The hitbox on the villager is hard to hit when villager is currently interacting with another card. It seems to only allow me to click the bottom half. Earlier I thought I wasn't able to move my villager to attack the monster

- Health value is offset on the card preview (i.e. Villagers 22 health you can see is not centered)

- It's hard to see the card icons on the card preview at night

- Card values are hard to read when zoomed out

- Not sure what happened. But late in the game my crowned villager was really hard to interact with. Even when I eventually was able to pick it up and placed the it on the enemy, it didnt attack.

- Sometimes when my villager was interacting with a card, they'd start moving top left suddenly. It was hard to reproduce, happened once in a while.

Suggestions:

- I had an idea of maybe you can get villagers with special abilities or maybe they eat a special fruit to give them powers.

--> Flash - allows villagers to teleport from one place to another

--> Double strike - first time a villager attacks in a fight, they hit twice

--> Tactical retreat - Villager can run away and get available food if near death

--> Bow - allows villagers to attack from range, but this villager will not auto attack nearby enemies.

- Could add a bit of tutorial. Was very lost at the beginning.

--> Some tutorial ideas:

-----> Click booster pack to buy one. Open the packs

-----> Tell player to drag villager onto resource and feed him some food, then assume player can figure other things out.

- I think for the pack store it'd be nice if the booster pack changes color when it is purchaseable. 

- Would be awesome to get more packs to choose from, or the ability to upgrade the pack store.

- Would be cool to know what each pack entails so the player gets more info from what pack over the other.

- Would be good to be able to drag villager on food to eat, seeing as you drag villager on to other resources to interact

- When dragging cards, if you could provide info if you can interact with the card, it might help new players a bit. for example. I didn't know I couldnt drag player on food, but if you mention that food needs to be dragged on a villager when held, it may help!

- I think cards that are immovable should have a different styling or a lock icon when hovered so player knows they can't be moved (i.e. like the castle / enemy)

- A hotkey to go to your villagers or certain resources could be helpful

- A sound when cards spawn in without players interactions could provide players a bit of a warning in case enemies come in

- Could be good to switch cursor icon when hovering over a purchaseable pack (much like when you hover over the cards)

- Would be great if I can drag groups of cards and move them

- I think more info on what happens after the time elapse progress bar has finished would be good. I am unsure what it means besides switching to day time

- Might be good to have an alarm when the players castle is getting attacked

- Could be neat to get tools or structure that allow you to process unwanted resources. For example once I got biomes. I chose those over the tree resources as I didn't have to micro manage my villagers. So I'd rather throw those resources away or sell them instead.

(1 edit)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

Bugs:

- Typo "you are poisonned" -> "you are poisoned"

- I noticed after I killed the slime and other enemies still existed. I see on the UI that the HP is still showing slime 5/5

- Antidote description has a green "S" in confusions

- When it says you are poisoned and burned. it seems like it could use a space between each mention.

- burn / poison effect description has a grammar error: damages -> damage


Feedback:

- I like the UX of the slots when attacking or taking hits. It reminds me a bit of mario party haha

- I was expecting a full on roulette, but I like the fact I can choose when to stop it.

- I really like the art style. Gives me an old school vibe like Legend of Zelda Oracle of seasons (one of my favorites when I was younger haha)

- I feel like it's a bit hard to grasp enemy health sometimes. I noticed my eyes naturally float up above enemies, then I look to the left.

- Game feels a bit easy so far. I felt some stakes at the beginning, but maybe I got lucky.

- I don't know what +4 loot values in bounty means

- I think the full HP gain between each section makes it a bit easy (give this a grain of salt. I used to play tons of slay the spire haha)

- I like the item durability, makes you want to look for more weapons instead of assuming one sword'll always work.

- Didn't know continue would still play my last run that I lost (possible bug)


Suggestions:

- I think it'd be more punchy when multiple enemies hit you, it goes one by one. (very quickly)

- When you hover on the slime, it might be good to highlight which slime you are looking at in the UI

- I think some use of particle effect in the following areas might add some more flair:

-> When you click your attack weapon before the slot goes up

-> When you hit the enemy, particle effect

- Could be neat when the slots are up to be able to see what each icons stand for in a small legend

- Could be neat to have some slot possibilities to be random or multipliers

- I'd love for some slots to have some sort of crit possibility.

- Perhaps another bounty option can be XP or consumables (albeit super rare)

- Could be neat if some effects there is a small chance you are able to wade off the effect by one of the slot options (i.e. when you are burned. maybe there's a blanket that would take off the burn effect)

- When you get something from a chest, perhaps a quick animation of the artefact popping out. and tell what the effect of the artefact is.

- when you click sell in the shop, the options are a bit confusing there is "BUY", then the items you can sell"

--> Could probably use a back arrow 

--> also could style buttons that change menus to be a bit different then the items that you sell / buy.

- Could be neat to have some bit crushed SFX for the enemies when they attack / get hit. i.e. the wolf barking when it attacks. or a man going "UGH"

- After hitting the enemy, it might be good to auto focus  the HP preview on that enemy

-I think the enemy HP being a progress bar might be good to use for quick ref for the player how close the enemy is dying.

- I feel like consumables can be styled a bit differently compared to the weapons. Also maybe letting player know that consumables do not consume a turn.

- I like the cheese artefact so I can multi rest at the campfire sites until enemies come. It helps differentiate it from STS

- For combat Would be nice if I had the ability to go back on my choice. i.e. I didn't mean to use knife, but I clicked it. now I have no choice, but to use it. 

- Could use some more animations for the character to indicate damage. (i.e. full health anim <looking lively>, below 50 <a bit weary looking with some bruises>)

- Maybe this is too STS. but I could definitely see events happening in this with the slots. Like hitting the targets, or doing rock paper scissors haha.

- When I get healed by potion. I am confused on how much health it'll heal me by

- The positioning of the heart is a bit inconsistent. for you the heart icon is on the left. For the enemies, heart icon is on the right.

- Some more Battle Music would be nice to have 

- Would be nice to have options while in game (so player can modify sounds, game speed, and go back home.

- Interesting thing to note, after I refreshed page. I clicked new. Refreshed page, clicked continue, and it was my older run from earlier. Not the fresh one I just started. Usually in most rogue-likes a new run would mean a destruction of your current run.

- I feel like dying could feel a bit nicer to the player. Perhaps a summary of what they did, how far they went, maybe a quip from the player before he dies or like a small animation where he grunts and falls to the ground.

(1 edit)

Hey there! My name is Ichit. I've done some QA for games like The Sims and Gears of War!

I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing on this product or any other products!

I didn't have any real bugs to point out, but I did have some feedback and suggestions!

Bugs:

- I can walk past the middle line -- not sure if it's intended


Feedback:

- Minor thing is I initially thought the "Z" was a 2 :)

- I think the twist on arkanoid is very unique and done quite well. 

- I really like the animations in the game. It's very well done!

- I like the music it's very peaceful and chill.

- It's a bit overwhelming at the beginning. I was having a rough time knowing how to place the brick and I was darting my eyes between the player and the text on top of the enemy. But after a couple rounds I got used to it.

- I like the fact that both the main enemy and the player seem to be the same species. Kinda feels like there is an internal lore to it. A defiant subject or a son who wants to protect the crown?

- From first run not sure what the end game is besides if the crown breaks and if there was any escalation. (I played several rounds and couldn't get that far -- perhaps a skill issue)

- Game is quite hard. Sometimes I feel like the ball sometimes course corrects towards the crown when it hits the wall. Maybe I am just bad at placing the bricks haha.

- I don't like the space waster brick. It'd be nice if maybe it can at least help player get a bit of points haha.


Suggestions:

- Could be nice to have a speed up function when the ball is in play

- Some more SFX when the turn timer goes down before the player transforms would be good. Just to help player get an idea of how much time is left and give more of a sense of suspense.

- Seems like the benefit of using yourself to block and pass the ball back is pretty good. I can sit right in front of the enemy and only lose 10 points. Perhaps maybe there should be a bigger penalty for getting hit directly like getting stunned and pushed back a bit.

- Could be neat if there was characters to unlock and choose and they drop their own bricks, which could help increase replayability.

- usually in most games when saying button to press they enclose it in parenthesis.

i.e. Press "Z" to continue. 

I think it helps players quickly identify a button on their controller needs to be pressed.

Could also use an icon to identify it easier as well.

- After sending the score "Enter to send score" is still shown, which could cause some confusion

- Could align the scores in the score board so it's easier for players to compare scores in the top 5.

i.e. 

000300 Arston

000200 Fred

000056 Mark

- When about to place the TNT. Could be nice to show it's destruction radius. 

- Could be neat to have a progress bar to show how much more ball rolling / point gathering needs to happen to get the next brick

- The progression seems kinda flat and bricks are random. An idea I have is maybe player needs to hit a certain point amount or bricks to be broken to progress to the next stage or round. Each round maybe can unlock some new bricks to use based on the opponent you defeat.

- Could be nice to have your own local best score. just so you know that you are improving in case you can't hit the top leaderboards.

- I think while the ball is in play. you can probably hide the controls / tips as the player is unable to use them until the ball is back in the enemies mouth (I think it's in his mouth haha)

- Following up with the ball in his mouth, it'd be kind cute if he spits it out with some particle effects. could add some humor to it.

- Another thing for the enemy. Could be neat if sometimes the enemy might do a different kind of move which would be telegraphed. Maybe it throws two balls. Or maybe it shoots a rocket or something. But then also if it does a special move, the player might get extra bricks / points prior. Treating it like a miniature gate in the game.

Glad my report helped you out! Good luck on your future updates!

Hey there! I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing!

Definitions

High

- A big issue, such as a crash or stall

Medium

- Missing assets / images, but does not break the game entirely

Low

- A minor issue like a grammatical error

🐛BUGS (5):

1/5 🐛 [MEDIUM] Miner doesnt pick up new pick axe while waiting
Description: 1. Have a couple miners focus on the remaining rocks 2. Plop down a pick axe that one of the idle miners can pick up 3. Note that while the rocks are still up, the idle miners sit there instead of picking up the pick axe
2/5 🐛 [LOW] Money icon is pixellated
Description: 1. get into game 2. Note money icon is pixellated
3/5 🐛 [LOW] Miners all run towards equipment and use it if they don't need it
Description: 1. Have all miners wear the same shoe 2. Craft another shoe. 3. Note all miners run towards the shoe, then the shoe disappears 4. Suggestion is maybe the item cant be crafted in the first place if everyone has it. or equipment can have a durability so that once a shoe is used up, it will use that shoe in it's inventory.
4/5 🐛 [LOW] Minor typos on crafting items
Description: this is the shit -> This is the shit helmet 1 -> Helmet 1 (note sure if it should be called helmet 1)
5/5 🐛 [LOW] Click Radius description still secret after buying
Description: 1. Buy click radius 2. Hover over it. Note it still says its secret

💬FEEDBACK (5):

1/5 💬 Overall. I really like this take on a clicker game. It feels like there is some real progression and stakes to how you level up.
2/5 💬 I like the music. It's very calming
3/5 💬 I noticed when there are floating point numbers for attack damage it can get messy when multiple miners are dealing damage that is not a whole number.
4/5 💬 Just wanted to point out, but once I got the miners. I stopped using clicking almost entirely.
5/5 💬 I really like the pacing of the game. It doesn't get out of control too quickly, and you definitely feel like you are getting stronger. Alot of clickers end up having an enormous excess of one material that doesn't end up being used.

💡SUGGESTIONS (8):

1/8 💡 When I craft an item. Then click on another item to craft. There could be a prompt / effect letting me know that I still have a crafted item. and I need to take it out before attempting to craft another item.
2/8 💡 It's hard to know what miners have what equipment. Perhaps there could be a menu where you can see what the stats / upgrades each miner have so you know what to build
3/8 💡 Might be good in the crafting menu to use the icons for the resources needed to craft the item i.e. Improved Mining boots requires 10 stone, 7 metal, 3 gems. But not sure what gems it's talking about.
4/8 💡 I feel like sometimes it's hard to know if a button is active for crafting or upgrades. Maybe the enabled state / disabled state can use more contrast. Enabled being brighter with a border. Disabled maybe including some grayed out test and a much darker background
5/8 💡 I like how the crafting gives you random bonuses. Could be neat to have incremental powerups to have a possible bonuses when creating items
6/8 💡 Could be cool to have more types of miners to spawn that deal with different things. For example. Maybe getting rid of water, or drilling a hard mineral that needs special tools
7/8 💡 I think it might be good to have the text red for each specific resource that the player is lacking for the crafting menu
8/8 💡 Could be neat if I could convert minerals into money, if I wanted to buy the upgrades on the right quicker.

Yep I do freelance testing! Thanks for the consideration and good luck!

(1 edit)

Hey there! I played the game for an hour and wrote up a small report with some feedback.

Feel free to reach out to me if you want further testing!

Feedback:

- Nice art style. It's very unique! Which program did you use? Inkscape?

- The UI / UX is very easy to pick up and understand with little tutorial

- I was expecting the amount of land to build on to grow.

- Sometimes when levelling up buildings there is no perceived effect. (No stats update)

- After I purchase all the research is there anything else I can do? or is it tied to the mother level? I got to mother level 11 and nothing else happened.

- This is very solid for a game jam entry! curious what is going to come for this in the future!

Bugs:

- I honestly don't have many bugs to point out! I've done QA for some big projects and this game has no giant issues that I see within the hour of playing.

- The text is a bit small when describing the houses, mother, and the resources 

- If you delete all your population housing, then feed all your villagers. You still gain stats like food, faith research, with no one in the city.

Suggestions:

- Could add some subtle ambient effects when hovering or selecting houses to upgrade (i.e. an Altar might have some subtle chanting, a bar (if one existed, could have a bunch of people talking with beers clinking)

- Throwing it out there! ... Earlier I thought I was able to place the kitchen garden on the farm house because I ran out of space quite early (this was before I knew I should delete buildings). Then I thought it might be neat to add deco items (signs, lamps, chimneys, etc.) on to the house to show it's been upgraded. (Think space engineer vehicle creation). 

- Could be nicer to the player to also get a bit more money back when destroying upgraded building, maybe 25% or so.

- Could use bigger denominations of feeding as levels get higher. i.e. when you are level 9. Feeding 1 is not optimal haha. (Maybe percentage of current total population?)

- Some ideas for progression. 

--> You could use the feeding to increase land size upto a point

--> Could add a vector to make scaling population harder. Pollution. And you buy things to combat pollution.

--> Maybe for building upgrades, you can do something substantial every X upgrades, also perhaps each building might provide something unique. As I see some buildings are just inherently better it might devolve the town into being only using the highest tier of buildings -- making all towns look the same in end game.

--> Could do with some decoration for those who enjoy it to make their towns look unique.

--> Tie more upgrades to mother level. Maybe each mother level will incrementally increase a stat (i.e. villagers inherently give +0.1 faith). It can be very miniscule, then at certain points, it can be housing, more research opportunities. etc..

- For production buildings. maybe it'd be good to group them by production type (from my current knowledge Farm is a clear upgrade to kitchen garden, but is 2 buildings apart from each other)

- When you level up buildings. Might be cool to see what the level up might entail (i.e. showing +2 on bonus generation)

irori community · Created a new topic Irori Feedback!

Hey! I played the game for an hour and wrote up a small report. 

Feel free to reach out to me if you want further testing!

Feedback:

- Really great art and atmosphere! It looks triple A or something that could be cool in VR!

- I really like Elotte. She's adorable and drawn very beautifully <3

- I really like the chopping animation in the game. It is very satisfying

- Not sure if it's intended, but I can speed run a bit by making two skewers (one normal skewer, one sweet skewer) at the beginning. 

- I am curious on what else is going to happen! I really like the dialogue between the player and Elotte as it gives a feeling of an interesting world.

Could be neat in the future to learn more about the world through the customers. 

Suggestions:

- Could be nice to make SFX when text is animating or have some VO

- Could be nice to have a bit of a zoom in function on the post card / instruction card. Text is a tiny bit small :)

- Could be nice to have a full screen function!

- I think the post card could use a bit more flair. Perhaps a more stylized text or little cute drawings of the old man that was mentioned

- Excited to see what is next~!

- Could use feedback when an item is choppable or not. Maybe when the knife is hovered overed over the object the "chop" UI will show, if not it can be hidden

- Take me to the survey / return button hover could use a bit stronger contrast.

- Before Elotte is introduced, the dialogue owner name is blank, in most rpgs they usually replace it with "???" until the name is known to the player

- It might be good to have the UI hint to have context. 

i.e. 

--> instead of "drop", it could be "dispose" when holding item over garbage

--> instead of "pickup", when hovering over skewers, fruits, etc. it could be "pickup skewer" "pickup knife"

--> instead of "skewer", when holding a skewer, it will activate when you have a "skewerable" ingredient

- For continuing the dialogue. Might be good to have a hover feedback to 

know when it is clickable.

- SFX after you click start, or continue in dialogue might help give player a bit more feedback

- For suggestions for future content:

A rough idea I had is maybe the game could be centered around a community of the people on the train + the customers as well. Meaning there'd be people you talk to multiple times, and they have updates about what happened later. Much in the same vein as Elotte. Perhaps a new hire comes in, and you give them skewers and lending an ear.

Could do something as well to pad out the game is to have some normal NPCs that ask for skewers as well with less of a story. Some people don't want to talk and just get skewers haha. (Sorry if my idea is lame!)

Bugs:

- Text sometimes wraps and jumps at the end of the line when animating when Elotte / train conductor is speaking.

- Minor bug where you can click the post card and click the root and they both overlap

- Minor bug where skewers clip through the lunch box.

- I noticed sometimes when being prompted to make a skewer, the text turns blocky for half a second then is legible. i.e. when Elotte says "Something Sweet"

- When being prompted for the final skewer and it being 3 lines. the top and bottom lines are intersecting with the prompt content box.

i.e. "3 skewers that are nutritious and delicious. Quickly!"

- You can interact with the skewer items while interacting with the roots at the end. Causing some clipping with leaves