
Beyond the Signal
by Michal Malich · Beyond the Signal — First-Time Player Playtest

- Play time
- 20 minStated by the tester
- Played
- Outside the Arcade
- Sent
- Oct 11, 2026
- Accepted
- Oct 11, 2026Report 2 of 4 in this round
What device and browser did you use, and what was the last level or repair you reached?
I played this game on my PC in the Chrome Browser. I stopped playing at 'Chapter 01/ Exterior - Back Into The Sky - Hull Panels'
Was it clear what to do next? Where did you first feel confused or stuck?
Overall, the instructions were very clear, and I had no trouble understanding what to do next. The only part I found confusing was creating the T/L patterns for a Pulse Charge, as I wasn't sure exactly how many tiles were needed or how they should be arranged.
I think a short visual tutorial demonstrating the different patterns (4 in a row, 5 in a row, T-shape, and L-shape) would be really beneficial for new players. It would also be helpful to include a quick demonstration of what the boosters, Pulse Charge and Nova Cross actually do once activated. This would make the mechanics easier to understand and help players feel more confident using them during gameplay.
Which level felt too easy or too difficult, and why?
The levels involving tiles covered in glass were a little challenging at first. Initially, I didn't realize that it was the tile's position on the board that was locked, rather than the tile itself. Once I understood that distinction, the levels became much easier to navigate.
I also noticed that a couple of the levels felt a little dependent on luck rather than strategy. For example, there was a level where I needed to match energy capsules, but they spawned very far apart when I only had about three turns remaining. Luckily, I was able to use a booster and get through the round.
Overall, I enjoyed the challenge, but I think balancing the randomness of certain objectives would help make the difficulty feel more fair and rewarding :)
Were the controls and boosters clear? Describe any bugs or text that was hard to read.
Aside from my earlier suggestion about including a visual tutorial to better explain how the boosters work, I found the controls and gameplay mechanics clear and intuitive. I didn't encounter any noticeable bugs or issues with text readability. Overall, everything ran smoothly, and I had no difficulties navigating the game.
Without the paid test, when would you have stopped playing, and why?
I played the game for approximately an hour, which is probably how long I would have played even without the paid test :) I felt that it was a natural stopping point in the story, as I had successfully completed all the interior repairs and was just about to move on to the exterior. It felt like a satisfying place to take a break while still giving me something to look forward to when returning to the game. :)
What made you want to continue, and what one change would most improve the game?
What kept me wanting to continue was the satisfaction of seeing the repairs gradually come together and watching the shuttle transform as I progressed. The relaxing music made the experience really enjoyable, while the logs added an extra layer of immersion and helped me feel more connected to the story. There was something very rewarding about seeing the shuttle slowly get cleaned up and restored! :)
If I could suggest one improvement, it would be to include a more detailed visual tutorial explaining the different tile patterns and boosters. I think having a small reference guide accessible on the side of the screen would be especially helpful, allowing players to quickly check how to create and use boosters without interrupting gameplay. This would make the experience even more intuitive, particularly for new players. Great game! :)


