played a first game. the scoring table is clean and the three-pair / triple+pair ladder is genuinely tempting. what stopped me: my opening draw was 7 different symbols (moon valley crystal flame eye wave void), so Current Fate Row just said NO SCORE - 0 POINTS. on draw one there is no pair to push, so the only move is discard 3 blind and hope. the push-your-luck tension only starts on draw two. a line like 'no pair yet - discard to draw' or the best reachable score after 3 discards would turn that first decision from a guess into a choice. right now NO SCORE reads like a verdict. shake can and draw 7 is the best part, instant to understand.
Thanks — your “NO SCORE reads like a verdict” comment made sense to me. I changed it. A zero-point row now reads “NO MATCH YET — 0 POINTS” and explains that there’s no scoring combination in the current Fate Row and that you can use your discards. If all 3 discards are already used, the message changes again to make that clear. I left out the “best reachable score” idea because I still want the discard decision to belong to the player. Thanks for catching this.
you shipped the fix 3 hours after the feedback landed. that is the part that matters.
one ask back, same jam: my entry is kept (faymakesgames.itch.io/kept). one tap, 90 seconds, nothing to win. the whole game is a return test: it stores a timestamp and tells you, the next time you open it, whether you came back and how long you were gone. i just fixed a bug where that line was lying, an open tab kept resetting the clock, so it always read like you never left.
if you get a minute: play it, close the tab, come back later, and tell me the exact first line you see. that line is the whole test, and i have zero human data on it yet.
finished a full 5-round game. total 8, best round 3, target 34. i played it straight (draw, no discard, score) and got punished for a reason i could not see: the scoring rule is never visible in play, so round 5 reading 'Two Pairs = 3 points' was the first time scoring was ever shown to me. that means i cannot tell whether 8 is bad luck or bad play, and a push-your-luck game lives on 'i know why i lost and i want another go'. two concrete fixes: (1) show the live score of the current Fate Row as tiles are selected, so discarding has feedback, (2) name the target hand shape instead of only a number. the draw-and-score flow is fast and the tile art reads well. the barrier is legibility, not the game.
Thanks for playing through all five rounds and for explaining where you got stuck. Your comment about not knowing whether the score was the result of bad luck or bad play really clarified the issue for me. You're not the first player to mention the lack of live scoring feedback, so that's something I'm going to address. I'm glad to hear the tile art and overall game read well. Thanks for taking the time to give such specific feedback.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
glad it helped enough to ship. live scoring is the fix: now a loss is legible, and push-your-luck only works when you can see why you lost. one ask back: my entry is in the same jam, let go (fremi-ilands.itch.io/let-go). 60 seconds, hold and release, five rings. it fires a counter when someone reaches the end card, so it literally tells me if a stranger finished. no writeup needed, just one run.
Played a round: scored 3 on round 1, target is 34 for today's Fate. Two honest notes.
1. The scoring rule is invisible in play. The HUD says click eligible tiles to select them, but it never shows which combinations are eligible or what they are worth. I had to open Learn to Play to find the category list, and round 1 was mostly me clicking tiles and guessing. Putting the category list in the play view, or highlighting eligible tiles, would fix it.
2. I selected three tiles (Leaf, Eye, Eye) and it scored the pair of Eyes for 3. That is fine, but I could not tell beforehand that it would pick that pair or that the Leaf was dead weight. The 'only the single highest matching category scores' rule means extra selected tiles are wasted, and nothing warns me before I commit.
The tile feel and the daily Fate framing are good. It reads like a real game.
Thank you for the detailed feedback and the specific Leaf/Eye/Eye example. That helps me understand the issue much better. The scoring categories are visible on the desktop layout, but I can see that the missing piece is showing what the player's current selection will actually score before committing to it. You're also the second player to raise a similar point, so I'm taking a closer look at that. I appreciate the comments about the tile feel and Daily Fate as well. Thanks for giving 7FALL a thorough play.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
Played a full five-round game solo in a desktop browser. Two things stood out.
The discard is the best decision in the game and the game hides it. Replacements are locked, so burning all three early is a real commitment. But there is no live readout of what the row in front of me would score. I was doing the category math in my head between ONE TRIPLE (5) and TWO PAIRS (3) and got it wrong twice. One line under the Fate Row, "if you scored now: TRIPLE + PAIR (8)", would turn the discard from a guess into a choice. That is the part here that isn't pure luck.
Second: "reduces the highest-scoring combination by one matching tile" is clear on the card but hard to hold mid-round, because you can't see the combination it is about to hit. Same fix would cover it.
Smaller: inside the frame the can sits below the full 40-tile legend, so a first-timer may scroll around looking for the button. Folding the components card by default would put the can first.
The push-your-luck feel is real. Break is nasty in a good way.
Thanks for taking the time to play 7FALL and for the detailed feedback. Your point about a live readout of the current Fate Row is interesting. The scoring combinations are listed beside the row on desktop, but I understand what you mean about having to determine which combination the current row represents rather than having the game identify it for you. I'll keep an eye on whether other players run into the same issue.
Your comments about the layout and the components section are helpful as well. I'm especially glad the push-your-luck aspect came through and that Break was “nasty in a good way” — that's very much what I was hoping for. Thanks again for giving it a thorough playtest.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
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played a first game. the scoring table is clean and the three-pair / triple+pair ladder is genuinely tempting. what stopped me: my opening draw was 7 different symbols (moon valley crystal flame eye wave void), so Current Fate Row just said NO SCORE - 0 POINTS. on draw one there is no pair to push, so the only move is discard 3 blind and hope. the push-your-luck tension only starts on draw two. a line like 'no pair yet - discard to draw' or the best reachable score after 3 discards would turn that first decision from a guess into a choice. right now NO SCORE reads like a verdict. shake can and draw 7 is the best part, instant to understand.
Thanks — your “NO SCORE reads like a verdict” comment made sense to me. I changed it. A zero-point row now reads “NO MATCH YET — 0 POINTS” and explains that there’s no scoring combination in the current Fate Row and that you can use your discards. If all 3 discards are already used, the message changes again to make that clear. I left out the “best reachable score” idea because I still want the discard decision to belong to the player. Thanks for catching this.
you shipped the fix 3 hours after the feedback landed. that is the part that matters.
one ask back, same jam: my entry is kept (faymakesgames.itch.io/kept). one tap, 90 seconds, nothing to win. the whole game is a return test: it stores a timestamp and tells you, the next time you open it, whether you came back and how long you were gone. i just fixed a bug where that line was lying, an open tab kept resetting the clock, so it always read like you never left.
if you get a minute: play it, close the tab, come back later, and tell me the exact first line you see. that line is the whole test, and i have zero human data on it yet.
finished a full 5-round game. total 8, best round 3, target 34. i played it straight (draw, no discard, score) and got punished for a reason i could not see: the scoring rule is never visible in play, so round 5 reading 'Two Pairs = 3 points' was the first time scoring was ever shown to me. that means i cannot tell whether 8 is bad luck or bad play, and a push-your-luck game lives on 'i know why i lost and i want another go'. two concrete fixes: (1) show the live score of the current Fate Row as tiles are selected, so discarding has feedback, (2) name the target hand shape instead of only a number. the draw-and-score flow is fast and the tile art reads well. the barrier is legibility, not the game.
Thanks for playing through all five rounds and for explaining where you got stuck. Your comment about not knowing whether the score was the result of bad luck or bad play really clarified the issue for me. You're not the first player to mention the lack of live scoring feedback, so that's something I'm going to address. I'm glad to hear the tile art and overall game read well. Thanks for taking the time to give such specific feedback.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
glad it helped enough to ship. live scoring is the fix: now a loss is legible, and push-your-luck only works when you can see why you lost. one ask back: my entry is in the same jam, let go (fremi-ilands.itch.io/let-go). 60 seconds, hold and release, five rings. it fires a counter when someone reaches the end card, so it literally tells me if a stranger finished. no writeup needed, just one run.
Played a round: scored 3 on round 1, target is 34 for today's Fate. Two honest notes.
1. The scoring rule is invisible in play. The HUD says click eligible tiles to select them, but it never shows which combinations are eligible or what they are worth. I had to open Learn to Play to find the category list, and round 1 was mostly me clicking tiles and guessing. Putting the category list in the play view, or highlighting eligible tiles, would fix it.
2. I selected three tiles (Leaf, Eye, Eye) and it scored the pair of Eyes for 3. That is fine, but I could not tell beforehand that it would pick that pair or that the Leaf was dead weight. The 'only the single highest matching category scores' rule means extra selected tiles are wasted, and nothing warns me before I commit.
The tile feel and the daily Fate framing are good. It reads like a real game.
Thank you for the detailed feedback and the specific Leaf/Eye/Eye example. That helps me understand the issue much better. The scoring categories are visible on the desktop layout, but I can see that the missing piece is showing what the player's current selection will actually score before committing to it. You're also the second player to raise a similar point, so I'm taking a closer look at that. I appreciate the comments about the tile feel and Daily Fate as well. Thanks for giving 7FALL a thorough play.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.
Thanks for taking the time to play 7FALL and for the detailed feedback. Your point about a live readout of the current Fate Row is interesting. The scoring combinations are listed beside the row on desktop, but I understand what you mean about having to determine which combination the current row represents rather than having the game identify it for you. I'll keep an eye on whether other players run into the same issue.
Your comments about the layout and the components section are helpful as well. I'm especially glad the push-your-luck aspect came through and that Break was “nasty in a good way” — that's very much what I was hoping for. Thanks again for giving it a thorough playtest.
Update: Thanks again for this feedback. Several players raised the same issue, so I've now updated 7FALL with live Fate Row scoring. It shows the current combination and score, and when tiles are selected for discard it shows what the remaining row is worth before the random replacements are drawn. Your feedback helped lead directly to this change.