I really liked the look of Wild Cosmos, and wanted to see if you’d be interested in a small playtest partnered with GameUserResearch. This would be completely free, and we'd collect real gameplay data, feedback, and recorded footage/screenshots/surveys to help refine the experience.
A key focus would be how well players understand the game’s mechanics, whether everything is intuitive, and what could be improved to make the experience clearer and smoother. We’d also analyze engagement, difficulty balance, and overall UX to see if anything could be refined. Additionally, do you have any other games in development that might benefit from structured user testing?
I’d love to help provide early feedback and insights that could shape the game’s direction. Let me know if this sounds useful, I’d be happy to discuss it further!
I recently just completed a playtest if you would like an example!
that was sweet ! Got the jump pad and left, didnt manage to fix the ship. ( I Dont know if its actually possible). I really like the controls and the way the game looks! Also i loved the intro where you have to jump on the helmet and it cracks, freaking aweseome.
This will sound weird, but, if the game didn't have any controller plug-and-play support, it would actually become *more* controller-friendly.
The kind of controller support this game includes is not Xbox or PlayStation-specific. It's generic plug-and-play, meaning that it will force movement on "any kind of analog stick" or "any kind of D-pad". You can't take the keyboard defaults, plug them into a profiler (like JoyToKey) and create your own layout.
There were many asteroids, and when I zoomed out, I could see many different stars all at once, which was very exciting! Of course it was fun to go on adventures to different stars. Very nice work, looking forward to the completion, meow~!
I love the aesthetics of this game! it's so fun to discover how to get to other planets!
Just a side note, it might be me but I had no idea I had to double jump, so I was quite frustrated after 15 mins, but then I saw your trailer and saw that you could! Maybe a note to double jump would be great :)
Also the lava balls are super hard to avoid? I ended up just toughing it out most of the time instead of timing it right. It might be a me thing.
Aesthetically the game is so gorgeous! the flat shading, pastel colours and roundness of everything is just so pleasant! The only thing I felt was a bit out of place was the effect on the vents but otherwise super consistent!
The little guy controls really well and I always felt sure where I was when jumping, although I didn't realise I could double jump initially since it wasn't tutorialised.
I feel like the level design errs a bit on the side of every leap needing the double jump but it was still really good, if a bit simple (but I understand that might be the goal). The mechanics are really well contextualised with the environments!
My only other gripes were I felt like the camera kept moving to a view which was too much top-down that I couldn't see what was ahead and the trees block the character when running around - maybe have a silhouette of the character show when behind an object like a lot of other 3D platformers.
Been following your development of Wild Cosmos for a while at bsky. As a Super Mario Galaxy widower I was already sold on the concept, but after playing it I now see I'm witnessing something truly special.
Can't wait for the full release (tho i better get a better PC by then)
Dude....You've really done it! This is amazing! You should be proud of yourself. This "little" demo left me wanting waaay more (the world feels huge!).
The sound design especially was awesome! The hurt sound is kinda weird but I like it. I expected a cute smurf like grunt but I got a ui sound giving me errors haha. but I like it!
Environments are awesome! A huge selling point for sure. Wouldn't wanna change a thing.
Gameplay-wise I need to mention two things: First, the wobbly leaf platfroms are fun but I struggled to use them effectively. Landing on them sometimes did not count as being on the floor and my jumps didn't reset, so trying to jump off usually meant using the second jump and failing.
Another thing is the lava area with the white rock platforms. The setting is awesome but I struggled with the sinking platforms a lot. I never knew when they were gonna come up or sink again. Maybe a sound cue or lava particles could help here.
----------Some sidenotes----------
took me 20 minutes to beat
used mouse and keyboard
mid-tier PC, had some hickups at the beginning (probably first time loading)
Also, I didn't know how to start the game at first lol, I jumped around on my bigger self for a while then it suddenly changed to the actual game. Probably a loading scene?
← Return to game
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Hello Tibo,
I really liked the look of Wild Cosmos, and wanted to see if you’d be interested in a small playtest partnered with GameUserResearch. This would be completely free, and we'd collect real gameplay data, feedback, and recorded footage/screenshots/surveys to help refine the experience.
A key focus would be how well players understand the game’s mechanics, whether everything is intuitive, and what could be improved to make the experience clearer and smoother. We’d also analyze engagement, difficulty balance, and overall UX to see if anything could be refined. Additionally, do you have any other games in development that might benefit from structured user testing?
I’d love to help provide early feedback and insights that could shape the game’s direction. Let me know if this sounds useful, I’d be happy to discuss it further!
I recently just completed a playtest if you would like an example!
Love the game, my brain hurts now though 👍
Cant wait for it to release!!!!!
Thank you!!!
Hope you will like the full release!
that was sweet ! Got the jump pad and left, didnt manage to fix the ship. ( I Dont know if its actually possible). I really like the controls and the way the game looks! Also i loved the intro where you have to jump on the helmet and it cracks, freaking aweseome.
hey i saw the Wild Cosmos trailer do you want me to review your game? i do yt reviews like this
This will sound weird, but, if the game didn't have any controller plug-and-play support, it would actually become *more* controller-friendly.
The kind of controller support this game includes is not Xbox or PlayStation-specific. It's generic plug-and-play, meaning that it will force movement on "any kind of analog stick" or "any kind of D-pad". You can't take the keyboard defaults, plug them into a profiler (like JoyToKey) and create your own layout.
Very nice game! I love the art style
I love this! It’s so cute and charming. I see you have a Linux build; any chance I can help get this into Flathub?
If the full game is going to be paid/pay-what-you-can, Flathub doesn’t currently support that (but it’s in the works, so we could revisit it).
what game engine did you use for this game?
The creator used Godot
There were many asteroids, and when I zoomed out, I could see many different stars all at once, which was very exciting!
Of course it was fun to go on adventures to different stars.
Very nice work, looking forward to the completion, meow~!
I love everything about this game so far! can't wait for it to release.
I love the aesthetics of this game! it's so fun to discover how to get to other planets!
Just a side note, it might be me but I had no idea I had to double jump, so I was quite frustrated after 15 mins, but then I saw your trailer and saw that you could! Maybe a note to double jump would be great :)
Also the lava balls are super hard to avoid? I ended up just toughing it out most of the time instead of timing it right. It might be a me thing.
Anyways amazing litle demo! I love it XD
I'm so happy that you've put this out there!
Aesthetically the game is so gorgeous! the flat shading, pastel colours and roundness of everything is just so pleasant! The only thing I felt was a bit out of place was the effect on the vents but otherwise super consistent!
The little guy controls really well and I always felt sure where I was when jumping, although I didn't realise I could double jump initially since it wasn't tutorialised.
I feel like the level design errs a bit on the side of every leap needing the double jump but it was still really good, if a bit simple (but I understand that might be the goal). The mechanics are really well contextualised with the environments!
My only other gripes were I felt like the camera kept moving to a view which was too much top-down that I couldn't see what was ahead and the trees block the character when running around - maybe have a silhouette of the character show when behind an object like a lot of other 3D platformers.
Interested where the cutscenes will go...
Was so fun I played through it twice!
Been following your development of Wild Cosmos for a while at bsky. As a Super Mario Galaxy widower I was already sold on the concept, but after playing it I now see I'm witnessing something truly special.
Can't wait for the full release (tho i better get a better PC by then)
Gorgeous, beautiful, amazing and I can't wait for the full release. From the bottom of my heart, thank you, this is everything I needed.
Dude....You've really done it! This is amazing! You should be proud of yourself. This "little" demo left me wanting waaay more (the world feels huge!).
The sound design especially was awesome! The hurt sound is kinda weird but I like it. I expected a cute smurf like grunt but I got a ui sound giving me errors haha. but I like it!
Environments are awesome! A huge selling point for sure. Wouldn't wanna change a thing.
Gameplay-wise I need to mention two things: First, the wobbly leaf platfroms are fun but I struggled to use them effectively. Landing on them sometimes did not count as being on the floor and my jumps didn't reset, so trying to jump off usually meant using the second jump and failing.
Another thing is the lava area with the white rock platforms. The setting is awesome but I struggled with the sinking platforms a lot. I never knew when they were gonna come up or sink again. Maybe a sound cue or lava particles could help here.
----------Some sidenotes----------
--------------Spoilers---------------
The ending was creepy dude! but in a good way!