Read the full feedback with timestamps at https://akton.one/pt/soul-tides-demo-by-thecaveofwonders/ (optimized!) or below!
π¬ Trailer & Presentation
Strong atmosphere and intro presentation, though the font and yellow UI text clash with the grim tone. (0:00:24, 0:45:38, 1:27:54)
Voice acting creates a strong first impression and supports the hellish atmosphere. (0:01:44)
Intro text feels oversized and less fitting for dark fantasy. (0:02:03)
Higher quality voice acting could elevate the narrative further. (0:06:12)
Music and lighting feel too intense too early during base management. (0:12:07, 0:26:40)
Art style and overall presentation look very strong. (0:29:09)
Loading screens and backgrounds feel tonally inconsistent with the dark fantasy setting. (1:25:40, 1:28:34, 1:30:13)
β± First 5 Minutes Impression
Opening narration and atmosphere create curiosity quickly. (0:01:44)
Narration pacing feels slow enough to encourage skipping ahead. (0:05:01)
Tutorial dialogue disappearing automatically causes confusion. (0:07:58)
Starting area feels visually empty. (0:09:21)
Early-game music intensity feels mismatched. (0:12:07)
π§ Onboarding, Goals & Feedback
Resources and UI readability are unclear early on. (0:15:04, 0:19:27, 0:32:26, 0:51:36)
Edge UI placement interferes with camera movement. (0:20:02)
Shrine feedback feels visually inconsistent. (0:22:09)
Combat effects lack readable feedback. (0:37:25)
Limited battlefield info makes strategy feel disconnected. (0:54:16, 1:01:05)
Blessing assignment becomes engaging once understood. (0:55:18)
π₯ Fun Factors & Peak Moments
Unlocks and reward structures create motivation. (0:27:44)
Blessing customization feels like the strongest mechanic. (0:27:58, 0:55:18, 1:01:19)
Art direction and grim atmosphere stand out positively. (0:29:09)
Cinematic camera ideas have strong potential. (0:59:38)
Lore and worldbuilding spark curiosity. (1:31:58)
π‘Ideas
Save epic music for battle escalation moments. (0:12:16)
Add ambient whispers or background voices for immersion. (00:17:27)
Redesign the minimap with optional battlefield/cinematic feeds. (0:20:15, 1:00:00)
Allow faster access to structures and upgrades. (0:31:10, 0:33:01)
Use darker, more thematic fonts. (0:45:47, 1:27:56)
Add live battlefield indicators and combat summaries. (0:54:29)
Unlock blessing slots progressively. (0:55:41)
Expand combat stats and tooltip explanations. (1:03:18)
Multi-select upgrading would reduce micromanagement. (1:05:46)
Shorten or simplify the first mission. (1:06:08)
Add symbolic icons to map descriptions. (1:11:12)
Middle mouse camera dragging would improve comfort. (1:12:31)
Allow a further zoom-out level. (1:13:42)
Expand lore presentation and world explanations. (1:30:33, 1:31:47)
π Bugs / Crashes
Occasional lag or performance hiccups. (0:11:43)
Shrine placement interaction issue occurred. (0:23:31)
Units path awkwardly around structures. (01:10:03)
π― Game Loop & Motivation
Blessing unlocks and unit customization feel motivating long-term. (0:27:44, 0:55:18)
Strategic depth exists but lacks feedback clarity. (0:56:11)
Tower/shrine building feels too slow for reactive play. (0:57:48)
Experimenting with builds feels rewarding. (1:01:19)
Matches feel too long for onboarding pacing. (1:10:40)
Lower early difficulty would encourage experimentation. (1:24:21)
π΄ Boredom Threshold
Intro narration risks overstaying before gameplay begins. (0:04:16, 0:05:01)
Heavy micromanagement limits enjoyment of cinematic elements. (0:59:49)
Early missions feel too long for first-time players. (1:06:08, 1:10:40)
π What works well
Strong atmospheric opening. (0:01:44)
Hellish narrative tone feels cohesive. (0:04:28)
Unit and blessing interactions feel satisfying. (0:09:17)
UI art and visual design stand out positively. (0:10:58, 0:29:09)
Reward anticipation and progression hooks work well. (0:27:44)
Blessing customization feels memorable. (00:55:19)
Lore artwork and symbolic imagery are highly appealing. (1:28:34)
The overall concept maintained interest despite friction points. (1:33:04)
β οΈ Biggest friction points
UI placement interferes with visibility and camera movement. (0:20:02)
Visual effects and lighting become overwhelming. (0:26:40, 1:13:18)
Lack of battlefield feedback makes strategy feel blind. (0:54:16, 1:01:05)
Difficulty and mission length ramp too aggressively early on. (1:06:08, 1:23:33)
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