this post was submitted on 10 Jun 2026
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Playtest My Game (hexbear.net)
submitted 2 months ago* (last edited 2 months ago) by bingus_bongus@hexbear.net to c/games@hexbear.net
 

https://soft-cactus.itch.io/lunokhod

I have been working on a small game for the last few months. It is ready for playtesting. I am trying to make one game every few months to improve my skills.

Unfortunately I think I have hit a bit of a wall with this one, the gameplay is a bit too linear and simple to be very fun. That's a signal in itself and will inform the design of my next game. In the meantime, I need to finish polishing this one.

Please play with a critical eye and let me know what issues the game has.

EDIT: If you have the time, please consider DM'ing me with a screen recording of your gameplay. I think it would help a lot :)

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[โ€“] DogThatWentGorp@hexbear.net 2 points 2 months ago* (last edited 2 months ago) (1 children)

I don't have too much time today so sorry if it isn't thorough but I took a quick break from some other things to do the tutorial.

Thoughts (mostly general):

  • I felt the claws of the city building loop sink into me like a great and horrible ghost. This is good. Any game can have technical issues or technical successes but something this simple this early having pull from a loop is a great place to start.

  • The visual aesthetic is very very nicely matched with narrative and gamepkay. The 90's graphics on the moon with the late Soviet Tech is a natural pairing and I can tell you put a lot of effort into the sfx. It really does remind me of that era of RTS and in a way it kind of seats me into the perspective of an alt-history Soviet city planner looking at a top-down view of what they have to do. Thas swag. ๐Ÿ˜Ž

-The tutorial is effective for how brief it is. Nice job with the contextual triggers for steps.

-You kept a lot of control conventions with RTS's I was familiar with already. I could feel myself trying to do certain actions and was thinking "okay good" when I saw that they worked. Smooth.

-I'd love to see the energy something is going to take up before I build it too. That was something I wish I could plan for.

-Love the models and the shader that makes them look like sprites. Whatever you did for the LoD logic helps sell that too and it's fun.

-This reminds me a lot of Per Aspera and that's cool. That game also takes place at this level of management. I think if you do that but dedicated more to production-chains I think would differentiate this game enough for me to get something new out of the experience. (Per aspera isn't really the most re-playable imo) Seems like you're leaning into that more which is good ๐Ÿ‘๐Ÿ‘๐Ÿ‘

-Can tell there's lots of polish and other things to dial-in but some of the other comments talk about that already.

Might come back later to look at it more but I wanted to make sure you were properly complimented on finding a good vibe and creating a compelling gameplay loop. That's literally the hardest part and you have it down.

Very nice work, comrade! stalin-approval

[โ€“] bingus_bongus@hexbear.net 2 points 2 months ago

Thank you. I had a lot of goals with this project and vibe curation was a big one. I'm glad that people are able to see what I was going for. Thank you for the kind words.