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Claustrofactory Open Beta

By Aecert

  • UncleM_Games
    UncleM_Games left some feedback
    Quick feedback posted on your recent YouTube stream
  • TheBeardyMan
    TheBeardyMan left some feedback
    When re-visiting the tutorials after completing them, all components are unlocked for all levels. But the earlier tutorial levels have only one layer - it's misleading for the elevator to be unlocked for those levels.
  • theVAFT
    theVAFT left some feedback
    Good!
  • TAPgiles
    TAPgiles left some feedback
    A see-through "slot" on the back of the elevator would be cool, so you can see things moving up/down even from the back.
  • TAPgiles
    TAPgiles left some feedback
    Feels like the tall thin level should allow the "running mode" cam to go a bit higher.
  • TAPgiles
    TAPgiles left some feedback
    I was frustrated by the "yellow/blue cubes into green sphere tut" level, because there was no headroom. I had an idea to optimise speed.
  • TAPgiles
    TAPgiles left some feedback
    Would really appreciate a way of skipping to the next level once I've completed one, instead of having to run the whole thing again.
  • TAPgiles
    TAPgiles left some feedback
    Requiring the conveyor to be towards the elevator was confusing. I thought it wouldnt matter, as the elevator is plucking it from the conveyor anyway.

  • TAPgiles
    TAPgiles left some feedback
    In the scene with the big block in the middle, it's quite shadowy in places because of it. Could it be a see-through faraday cage or something, so it doesn't block so much light and vision and looks more interesting?
  • TAPgiles
    TAPgiles left some feedback
    "blue sphere + yellow sphere + yellow cube = green sphere" is different to what has been established as how a green sphere is made, and don't generally make sense. Maybe change the recipe in this scene?
  • TAPgiles
    TAPgiles left some feedback
    In some levels, the output object is still shown while running, which can be confusing. Maybe symbols could be used instead of the 3D objects unless it's a real object moving around while it's running? (Matching the UI also)
  • TAPgiles
    TAPgiles left some feedback
    You could make the chut disappear if the view is "behind" it and leave a simpler UI in its place. Otherwise it can block a lot of the view.
  • TAPgiles
    TAPgiles left some feedback
    It can be difficult to see what an input provides sometimes, because it's hidden away inside the chute. Maybe put it above the chute?

    Seems left/right dpad also gets blocked when hovering over some machines. This can get frustrating.
  • TAPgiles
    TAPgiles left some feedback
    No way of getting back to the main screen from inside a level I think?

    Unclear if the "tutorial" on the main screen is 1 level. If it is, then after you go back there you've completed everything the dream has. If not, there's a lot more to play.
  • TAPgiles
    TAPgiles left some feedback
    Just a personal taste thing... but it feels like the "real" factory version is very dark. A lot of black, not a lot of variation to tell them apart, etc. Just tends to become a bit blob of shadow on the screen.
  • TAPgiles
    TAPgiles left some feedback
    Frustrating that up/down dpad works differently if you're over a machine that has options. Could take a while to internalise when that happens and when it doesn't.

    Reciped shouldn't show unless that machine can use them.
  • TAPgiles
    TAPgiles left some feedback
    Deleting has no sound effect.

    Could be a good idea to have inputs come from the top and outputs go out downward, or vise versa. Would make it super clear which is which.
  • TAPgiles
    TAPgiles left some feedback
    Elevator level: the yellow out chute has nothing in it. Does it accept anything?
  • TAPgiles
    TAPgiles left some feedback
    Audio needs general mixing. I know you turned the music down but now the sound effects are suuuper loud. XD
  • TAPgiles
    TAPgiles left some feedback
    There's not a lot of "tutorial" to the tutorials. Maybe have a simple dialogue box pop up in the corner that points them in the right direction, than can be dismissed with a button press. Oh... looks like the splitter level as one?
  • TAPgiles
    TAPgiles left some feedback
    Visuals on the machines themselves indicating what they're doing (eg. recipes) would make it a lot easier to see how things are set up, and reinforce what the player is doing (eg. seeing the output light turn to green or something)
  • TAPgiles
    TAPgiles left some feedback
    More button prompts! Like, everywhere. XD Make 'em appear only when usable, stuff like that.
  • TAPgiles
    TAPgiles left some feedback
    The outputs could use shadow-casting so you don't see the pop-in of the cubes.
  • THE___TWITCHER
    THE___TWITCHER left some feedback
    An option to delete everything and start again would be nice.
    Levels could get really frantic if you had to place/move/alter machines or conveyors 'on the fly', while everything is running - but this would probably require a rebuild of the whole game!!!
  • Intrattackout
    Intrattackout left some feedback
    Great work! The mechanics are really well made and I didn't encounter any bugs! One minor thing that would be great is an in-game marker for the assemblers, showcasing the input/output for better clarity. You may have thought of that already though!
  • dzonaRS
    dzonaRS left some feedback
    Awesome! Can yo add option to turn off music?
  • TheJoeTeam
    TheJoeTeam left some feedback
    Fun and impressive! I only played Tutorial and Pillars, but here are some ideas:
    You need a way to return to Main Menu without finishing the level.
    The Assembler mode selection should be confirmed with a button press to avoid accidental changes.
  • Dennis-nine-five
    Dennis-nine-five left some feedback
    Elevators can insert into assemblers too if you built the elevator first.
    (On the conveyers: The transition to left is smoother than to right. Boxes will stall a little when turning right)

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