Game Testing time!

Hey guys! I was hoping to get some playtesting and feedback on my game Botany Earth.

I’ve been working on it on and off for almost two years now, and I’d really love to hear what people think. The game isn’t finished, so once you reach the second level, you’ll quickly realize there isn’t really anything to do yet. It’s a pretty large space, but it’s essentially the end of the current build.

I’d love feedback on the journey up to that point, it should take around 10–15 minutes to play through.

If anyone has the time to give it a try and share some feedback, I’d really appreciate it. Thanks so much!

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Hi there! I just played a bit. Here are some of the good and bad parts in my opinion.

Really good:

  • Nice and soft music.
  • Nice particle effects and ambient.
  • Nice visuals (pixel graphics and shaders).
  • Everything visual feels really nice in a way that it looks professional and really raises my interest.
  • Nice idle animations.
  • Very nice pop-up letters on interactable objects.
  • Very nice that the game starts with text and thus introduces story from the start, that raised a lot of interest in progressing.

Can be improved:

  • Music volume bar in settings not lowering volume.
  • Music playing even when tabbing out of the game’s web version (is that an itch-io setting?)
  • For a game that doesn’t use the mouse pointer, I would hide it permanently as default.
  • Jumping is hard when not used to the controls, very hard for me to even jump up the first rocks (very hard, I tried a lot).
  • Jumping feels very clunky and hard to master.
  • Dying is too easy and sets me back too far (I would like to not have to run through the same region over and over again).
  • Interactable UI a bit small if one doesn’t have a huge monitor at home.
  • Same with the overall game screen: most of what I see on the screen is not important to me and it makes smaller than it needs to be. Stuff could be bigger and the advantage would be that it could reach people with small screens.
  • Unexpected death traps set me back far (falling through the ground). Hard to realize where holes in the ground are, because it is all just black.
  • Default sound effects seem a bit too loud for the default music loudness.

The first three things I would improve in this order:

  • Make jumping feel comfy and rewarding.
  • Respawn not outside of cave, but immediately within proximity of danger, so that I can just have another go immediately. (I know you have new texts on death, but there could be still a life system where you only get the full death every 5 failed tries or so).
  • Work on general level design: introduce one concept at a time (first jumps, then floating platforms, then moving bricks. then deadly crevices, then slimes, then puzzles based on those things). Design your levels based on what the player would experience, not like creating something beautiful, like a painting, but like a puzzle or a story. Use your reset points to aid the level design.

I pushed the brick to the wrong direction here (see image below), but I was a bit tired running into the cave for the 10th time and jumping was very hard for me. So that was when I stopped, but I would really love to play more of this game once it improves – as seen with my humble opinion of course.

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Thank you so much Alex! This is very valuable to me, you brought up very important points. I will implement these changes and let you know! I agree on pretty much everything you said and I’ll work on improving the intro part of the level to have a more “tutorial section” to it, and re-work the respawn point so it’s not too far away. I really like the jump but it is new and can be hard to ‘get’ but regardless I do want it to feel responsive and intuitive (comfy and rewarding). I feel if I can efffectively teach the jump in the intro part of the game then it can click the rest of the way! Honestly, thank you!

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Interresting !

Tips: think to azerty users like me, because your controls aren’t matching correctly for such users. Arrows are also not working to move the character (I’m on a Macbook Air M1).
Also, I, J and K keys aren’t working for us and we don’t know which keys to use instead :sweat_smile:

Adapt your screen to smaller screens could also be something good I think. As a 13,3" user on the MBA, all the screen of your game can’t be displayed even if my resolution is 2560x1600 pixels (screenshot attached to give you an idea of what I see, the bottom is cropped). That’s probably can be easily changed on the itch’s setup page for the game I think :slight_smile:

Thanks for letting me know! Man, I don’t think I even know their was such a thing as azerty or qwerty keyboard layouts. Did you try using a controller by chance? I have it setup to work with controller too but sometimes on the Web version it doesn’t work properly.

I think if you hit the ‘full screen button’ on that screenshot you would see the full game on your screen. But you’re right, it looks gigantic, I can adjust that on the itch setup page. Thank you for taking the time to leave a comment!

@kraasch I made some updates based on your feedback. On level design in the beginning, main menu options and pause menu, spawning inside the cave (before player reaches a real progress saved area)

I’m still struggling on the jump. My whole game was built around the idea that the character can jump higher only when standing still and jumps normal while running. I tried to explain it in the beginning of the level. So maybe it’ll click for players…

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I personally prefer a story opening. On top of that it is breaking the third wall right from the beginning which is horrible story-telling.

Independent of that, building a character controller which lets the player jump higher when standing still might work if it gives you some cool game play later in the game. Otherwise I would reconsider that decision because I think it takes a lot away from the dynamics. Not jumping high when running is counter-intuitive; usually it’s the other way around. And it takes a way the entire aspect of timing running and jumping from a platformer. That said, I didn’t play your newest version yet, I only started it up.

I will play it now.

As I can see some stuff changed.

Here I would think I could jump over that first little platform. The dark gray bricks are hard to see.
image

Also the info text about how to interact played after I already pushed the stone away.

Cool, that there is lemongrass, but remind me how I can look at my inventory. I don’t remember the button from the start sequence in the bus.

Same with these little, tiny cubes one can stand on. Very hard as first puzzle, better for later game. Let the player get invested first before demanding the slightest efforts.

I also couldn’t see these cubes first, because of the color.

It keeps saying there is lemongrass even tho I removed it.

I can move the brick around, while standing on it. That seems unusual. Of course that can also allow the player to unblock himself.

After figuring out the cubes, then jumping through them and balancing on them, now I see I cannot jump through the wood. But what I just learned is that I can jump high when standing still. So now I don’t get to practice what I just learned I guess.

I have to search a totally new way out of the cave. The trick here would be to make the escape obvious and let the player explore the game in a way that would feel rewarding. Trying obvious things still makes the player feel smart as long as it is some sort of discovery.

Ok, found it. There is some problems here with this being the intro… I hope I don’t have to balance these bricks again if I die in the upcoming parts.

As a test I ran into the first slime a few times. Nice! I didn’t die. And I can explore more.

I feel the first split in the cave is a bit too early and it that I have to run down to read the sign after going up. Feels like a detour.

The text shakes while I’m on the ladder. Probably because the character goes higher in increments and the text is set to a fixed offset above the player.

When being revived it just puts me into a place without further significance. Can be intentional, but I kind of ask myself, why did I get reset to there? Maybe add a landmark or something that lets me know I will reset to there.

I expect solid cave ground in the following picture, not holes I can fall into (after the yellow pile and under the wooden plank). I would remove them from there entirely. It just causes inconvenience. And even later in the game it would be nice to see the danger of having no ground.

Some of the bricks here (see below) are foreground, some are background, but I don’t know which is which until I try to run into them.

I made it a bit further down the cave, but got reset all to the beginning of the cave.
I made a few more attempts to explore the cave, but it feels a bit slow to move (wish I could be faster) and having to stop in order to jump high makes it feel even slower. I try to make precise jumps but I fall down holes again and again. For now I take a break.

Nice iteration on the gameplay. I liked it and made it further. Maybe I am just getting better at the game.

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Thanks again man! I definitely want this game to feel like a story that unfolds as you play. I want it to feel like a exploration and adventure, it shouldn’t be super fast, although you haven’t figured out yet that you can brew tonics that upgrade your speed or/and jump height!!