Full notes
Full Magnet Agent update
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What changed
0 fixes0 additions2 changes0 removals
- Balance
changedAs a reminder, the playtest will remain available until THIS SUNDAY, JUNE 4TH , so don't miss your chance to try it out!Daniel (Artist), Tina (Programmer), and Bridge (Designer) at the Indie Games Only event
changedAs a reminder, the playtest will remain available until THIS SUNDAY, JUNE 4TH , so don't miss your chance to try it out!The infamous level 0-6 being played at the Games Only event
Magnet Agent: Playtest Feedback & Future Improvements
As this round of playtesting is coming to an end, we'd like to share some of the feedback we've received so far and the direction we're taking for future updates.
On May 22nd, we had the privilege of showcasing our game at the Indie Game Only event, and we are so happy we were able to allow players to test our game. We'd like to thank everyone who participated in the playtest and shared their thoughts!
We are also ecstatic to have now 120 wishlists on Steam, so thank you again for the support!
As a reminder, the playtest will remain available until THIS SUNDAY, JUNE 4TH, so don't miss your chance to try it out!
Daniel (Artist), Tina (Programmer), and Bridge (Designer) at the Indie Games Only event
The infamous level 0-6 being played at the Games Only event
Level Design
This was the primary focus of the playtest—and honestly, the part we were most nervous about.
During our previous test, many players felt the levels were too easy and lacked memorable moments. To address this, we completely redesigned the levels in Chapters 0 and 1. Our goal was to increase player freedom, reduce overly obvious guidance, and encourage a deeper understanding of the game's mechanics.
However, these changes also raised the learning curve for new players. Some particularly challenging levels—especially what we internally call the"Level 0-6 of Death"—proved difficult enough to stop many players from progressing. As a result, getting stuck in Chapter 0 became quite common, preventing some players from experiencing later chapters.
That said, players overall enjoyed the main game loop and mechanics, and many ultimately left positive feedback. This gives us confidence that we're moving in the right direction: the new level designs are creating a more engaging and rewarding experience.
In Version 1.0.2, we've removed several overly punishing levels and adjusted the progression order to ensure that most players can comfortably complete Chapter 0, which serves as the game's tutorial. We'll continue applying these lessons to future chapters as development progresses, as well as look into a potential hint system to assist on difficult levels.
UI / UX
During the playtest, some players initially struggled to understand the controls and keyboard shortcuts. This suggests that our current tutorials and onboarding still need improvement.
We also found that some players overlooked the item count indicators in the inventory and didn't realize they had already used up all available items.
Another commonly requested feature was the ability to retain item placements after completing a level. Players who wanted to retry a level for a three-star completion felt frustrated having to rebuild their entire solution from scratch.
These are all valuable insights that have a significant impact on the overall player experience. Future updates will focus on improving tutorials, visual guidance, and feedback clarity. We also plan to implement a solution-saving feature that preserves item placements between attempts.
Final Thoughts
Participating in Indie Game Only was an incredibly valuable experience. Watching players enjoy something we've spent so much time creating—and being able to see their reactions in person— reminded us why we make games in the first place.
If you have any thoughts, suggestions, or feedback, we'd love to hear from you!
Feedback Form:
https://forms.gle/1PpoibFgDqz1YDY36
Feel free to leave a comment on our social media channels!
Source
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