What Early Access Feedback Changed About Our Game

📋 Early Access isn't a marketing phase — it's the point where a game finds out what it actually is, from the people playing it. We pull real, unfiltered feedback from Lokko's public dashboard here, not a curated highlight reel. Here's what players said about friends, multiplayer, combat feel, and achievements, and what we've been doing about it. (For how this feedback actually gets from your submission to a public dashboard to an actual change, see how Lokko's feedback system works.)

A group of people reviewing feedback together around a laptop
Every quote below is real, pulled directly from the public feedback dashboard

Friends

One piece of feedback, pulled directly from Lokko's public feedback dashboard, cut straight to the point:

"--- why is there friends if you cant play with them"

That's a fair hit. A friends list that exists but doesn't connect to anything you can actually do together is worse than not having one at all — it advertises a feature and then leaves it unfinished in the player's eyes. Feedback like this is exactly why "friends" and "multiplayer" can't be treated as two separate systems in a game like Lokko. A friends list only earns its place if it's the thing that gets you into a level with someone, not a list that sits there on its own.

Multiplayer

Multiplayer was one of the most requested features we saw, across multiple players and multiple phases of Early Access:

"I think its a very fun game but if you make like multiplayer race mode kind of it would be better"

"4. I LIKE THE GAME --- Where is the multiplayer?"

"Ad multiplayer"

That's a consistent, repeated signal, not a one-off request — the kind of feedback that reorders a roadmap rather than just getting logged and revisited later. Requests specifically asked for competitive modes ("race mode kind of"), not just co-op building, which told us multiplayer needed to support playing against friends, not only playing alongside them.

Hitstop

Not every fix comes from feedback that names the fix directly. Some of the clearest signals we got were about boss fights feeling unclear rather than too hard:

"When the long snake boss turns i try to hit it its very difficult as doggo is there any way to keep up with it?"

"It was next to nearly impossible to beat this spider boss... make different difficulties easy normal hard and make the spider boss have each phase which u could attack"

No player wrote the word "hitstop" — most players never do. It's a technique, not a feature you'd think to ask for by name. Hitstop is a brief, deliberate freeze the instant an attack connects, and it's one of the standard ways game designers make a hit register clearly instead of blurring past at full speed. When feedback points at "I can't tell if I'm actually landing hits" rather than "this is too hard," hitstop is one of the first things worth checking. It's a readability fix, not a difficulty fix, and the two get confused constantly in raw player feedback.

Not all feedback tells you the answer. Some of it just tells you where to look. Reading past the literal ask is half the job.

This is the same instinct behind how we approached designing the NPC editor to be usable by an eight-year-old — the design brief is rarely stated outright; it has to be read out of what players actually struggle with.

Achievements

Achievements got a small but telling piece of feedback:

"More Super achievements please"

A request for more of something is a different kind of signal than a complaint — it means the system already landed well enough that players want it expanded, not fixed. Achievements in Lokko track real account progress (visible on your profile), so feedback like this told us the system was worth investing further in, not just leaving as a checkbox feature.

The Pattern Across All Four

Lined up together, these four cases aren't really four separate stories — they're the same lesson applied at different levels of directness. Friends and multiplayer were direct: players named the exact gap ("why is there friends if you cant play with them") and the exact feature they wanted ("Ad multiplayer"), so the response there is close to a checklist. Hitstop sits in the middle — the complaint was clear (boss hits feel unreadable) but the fix wasn't named, because most players don't have the vocabulary for game-feel techniques even when they can feel the problem precisely. Achievements sits at the far end: a request for more rather than a complaint at all, which is really validation wearing the shape of a feature request. The skill isn't reading feedback — it's telling which of these three modes a given piece of feedback is actually in before deciding what to do with it.

Someone holding a game controller during a gameplay session
Boss-fight feedback is often about clarity, not difficulty

The Positive Feedback We Don't Talk About Enough

It's easy for a post like this to read as one complaint after another, since fixable problems are what drive decisions. But most of what actually comes through the dashboard is simpler than that:

"I love this game"

"I love loko game"

"Good game its nice. Combat nice movement nice mechanics nice everything is nice so i'll actually give it a 10/10"

That's the feedback that tells us the foundation is right — that the core loop of building, playing, and sharing levels is landing the way it's supposed to, even while specific systems around it are still catching up. Fixing what players call out only matters because there's something underneath it worth fixing for.

You don't have to take our word for any of this. The full dashboard — every rating, every platform, the good and the constructive — is public.

See All Feedback

Key Takeaways

  • A friends list only works if it connects to something playable — "why is there friends if you cant play with them" was blunt, and it was right.
  • Multiplayer, specifically competitive modes, was one of the most repeated requests across Early Access.
  • Not all useful feedback names the fix directly — boss-combat complaints about missed or unclear hits pointed toward hitstop, a readability fix, without anyone using that word.
  • A request for more of a feature (achievements) is validation that it's working, not a complaint that it's broken.
  • The positive feedback — "I love this game," a 10/10 for combat and movement — is the signal that the core game is right, which is what makes fixing the rest worth doing.

If you're playing Lokko, your feedback goes into the exact same dashboard quoted here — it's read, and it shapes what gets worked on next.

Frequently Asked Questions

Where does this feedback come from?

Every quote in this post is real player feedback, pulled directly from Lokko's public feedback dashboard, not paraphrased or invented for this article.

How can I see all the feedback Lokko has received?

The full feedback dashboard is public — visit /viewFeedbacks.html to browse it yourself, filter by platform or rating, and see exactly what other players have said.

What is hitstop, and why does it matter for combat?

Hitstop is a brief, deliberate freeze on a hit — the game pauses for a fraction of a second the moment an attack lands, which makes the impact register clearly instead of blurring past in real time. It's a standard technique for making combat feel readable, not just fast.

Can I leave feedback on Lokko myself?

Yes. Feedback is what this whole post is about — use the in-game feedback option or the feedback page on the site, and it goes into the same dashboard quoted here.