⚡ Description

Ray Testing is a puzzle game where you play as Stella after she wins Munel Championship. On the spaceship to Earth, she's looking for something to do to not get bored.



⚡ How to Play

Your objective is simple: Connect the start pipe to the finish pipe. A short wait gives you a head start, then energy begins to flow. Keep turning the pipes ahead of it, and don't let it leak.

⚡ About

This is my second game. I’ve been working on it for a month, so any feedback, suggestions, or bug reports are greatly appreciated.

It's a smaller game than Munel Championship, since it only covers the trip/travel part of this adventure.

⚡ El juego también está disponible en español ⚡

 

⚡ Status

Tourney (Done: Munel Championship) ➔ Trip/Travel (We are here) ➔ Arrival ➔ Stay/Activities

Each entry will be a completely different game with its own core gameplay and characters, so please consider supporting development.

You can support the project by subscribing to my Patreon:


Updated 6 days ago
Published 10 days ago
StatusReleased
PlatformsHTML5, Windows, macOS, Linux, Android
Rating
Rated 3.9 out of 5 stars
(9 total ratings)
AuthorRisenth
GenrePuzzle
Made withGodot
Tags2D, english, Pixel Art, Singleplayer, spanish, weight-gain
Average sessionA few minutes
LanguagesEnglish, Spanish; Castilian, Spanish; Latin America
InputsMouse, Touchscreen
AI DisclosureAI Assisted, Code

Download

Download NowName your own price

Click download now to get access to the following files:

Ray-Testing-windows.zip 42 MB
Ray-Testing-linux.zip 33 MB
Ray-Testing-macOS.zip 64 MB
RayTesting.apk 34 MB

Development log

Comments

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(+1)

Pretty good, I liked it! Here are some random thoughts with no specific order:

- I like the 8-bit graphics and the vibe in general, especially the colors that really give a sci-fi look.

- The gameplay music feels a tad repetitive, even more so when it doesn't stop in between each level. Why not include a short soundtrack after each successful level?

- I like the multiple ends mechanism you introduced in the later levels, it made the game harder to play.

- The game is both too short and just the right length. What I mean is that for a simple pipe game, around 15 minutes of gameplay is just right but you introduced so much things: statistics, achievements, a story that made me want to learn more about the characters and the empire's story... that I felt like there had to be more to this.

- It would be nice if we could have some more background about the subject (why did she choose to participate for example) or at least hear what she thinks about the transformations besides a visual description of her from the outside. Like, sure she seems happy but why? Overall the WG fetish isn't developed much and it's a shame I think.

- I did not understand what was the cogwheel that popped up after a level, I thought it was a settings icon but it kept disappearing so I was confused. Maybe make it more obvious that it's an achievement?

- You should merge the story summary and the intro: it's not necessary to have a full menu option just for 4 lines of text. Or maybe include both in the beginning of the first play? You made it so the intro is skippable anyway so it won't be annoying for anyone who doesn't want to watch it.

Thanks for the game, keep it up!

(+1)

Thank you so much for the detailed feedback and for taking the time to write this.

Music: I’ll introduce a short victory song after completing each level.

Stats/Story: Stats and achievements are features i really like, as i feel they help the game not feel empty after completion. As for the story, the idea is to distribute it across the 4 game plan, so i'm really glad to hear you are interested in it.

Story depth: Since this was intended as an "intermission" game, i didn't focus as much on the story (compared to M.C.), to be completely honest, it was more of a personal test to see how big i could draw a character. That said, i'll definitely put more effort into both the story and character development moving forward.

Achievement icon: I’ll make the notification much clearer so players know it's an achievement pop up.

Intro/S.M.: I’ll rearrange the intro and story summary so they are in a more appropriate place.

I’ll be pushing a small QOL update in the next few days. Thanks again for playing and for the great suggestions!

(+3)

Ok, simple and clean, may need to organize the difficulty of your puzzles if ya want said difficulty to be somewhat consistant and get harder as ya go further in it. 

Thanks for the feedback! Future levels will introduce new variables and keep the difficulty fresh.