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Hey, you wanted to focus on the onboarding, so I took a sort of stream of consciousness notes about things that confused me during and after the tutorial, hope this is helpful ;) 

1. First panel

  • What are Acts in gameplay terms?
  • “Bring opponent’s HP down to 0”, ok, seems obvious.
  • Why do I need to know about status effects right now?

2. Second panel

  • Seems superfluous at this point, I can figure out character differences when I start playing for real

3. Third (?) panel

  • Drop “Unless otherwise specified”, e.g. “Most attacks can only hit opponent right in front of you”

4. Got a bit lost/overwhelmed on a screen introducing timeline, then I clicked a card and shit started happening, I didn't really register what was going on.

5. What is this big sword in between characters? Is it enemy's intent to attack?

6. I still don't get this timeline thing

  • There is much going on the screen, it took me a while to realise actions are previewed on a timeline when I hover over a card
  • I also failed to understand at first which part of the timeline is mine and which is the opponent's 
  • Why are past actions in the timeline displayed? What is their relevance now?
  • Tooltips on a timeline introduce new terms, not covered by the tutorial. It seems it's a very convoluted description of an alternating turn order?

7. Now I'm supposed to learn about Stunning but I still don’t understand all the previous stuff 😅 (actually I didn't figure out stun mechanics until the end)

8. Card UI

  • tooltips on top of the screen are hard to connect with what they refer to on the card
  • I think I'd like to have an individual tooltip for every icon on a card or maybe a text description of what exactly the card does.
  • I don't think that tutorial covered stamina costs and how is it replenished (maybe I missed it though)

9. I sort of got the gist of how the game plays in the free play part of the tutorial by playing random cards and seeing what happens. I liked parrying mechanic, but I still didn't figure out how stunning works.


My suggestions:

  • allow replaying the tutorial
  • I'd use some LLM to proofread tutorial content, simplify language, try to reorder and reframe things
  • start with smaller, curated set of simpler cards. You start alright with 2 cards in hand that allow forward and backward movement but then jump straight to 6 with a variety of effects.
  •  player and enemy sides of the timeline should be more visually obvious


Overall, the game looks really interesting, I was drawn to a novelty factor of mechanics, though I still don't get it 100%. Its great that you've put so much work into the tutorial, I think with some iteration it can work well.

Thanks for the comment. About the "past actions", since it's not the first time I received this feedback from this specific jam, I personally prefer to see a bit of what happened before the current time frame, and there are certain actions that would take different effect based on the nature your own or your opponent's last action. So far nothing would rely on actions before the last one, but perhaps it could become relevant in the future. Is it really that distracting? The player's brain would've already processed that and it's not new information

Maybe its an expectations thing - since its occupying such a prominent chunk of the screen, I'd expect it to be more relevant. While learning the game it made me question - "am I missing something, what should I use all this information for?"