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Hello! Welcome to Feedback Quest 7! My name's Hythrain and I'm one of the hosts and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

Before I get into my feedback, I want you to know we broke the game on stream. Here's a clip showing what we were doing: https://clips.twitch.tv/AbrasivePerfectMomUnSane-XJoL5C4u0z5BWfjm

Alright then! CORGIS! CYBORGS! CYBORGS AND CORGIS! I love this concept so much. The game gave me some Snake vibes, what with how your corgi gets longer and you have to collect stuff. I just had a lot of fun playing it over and over. I want to KEEP playing it, which I'll probably do at the end of the stream for fun, so you know you have a good idea.

Some weapons felt incredibly powerful while others felt weak. I found myself using the ball launcher and cannon the most, because if you upgrade them and get the one power-up to improve how much they bounce, you can fill the area with a LOT of balls! On the flip side, I never noticed if the mine dropper was doing anything while the frisbees felt like they had too much of a gap to be reliable, especially as a starting weapon.

What I want to know is where the game is going to go from here. I love the concept, but if it's just what it is now then it's going to feel dull. The roguelike elements need to come in more, affecting the stage layout and the spawn points and everything in general. There also needs to be a goal, I think, beyond just leveling up or a high score. I don't have specifics since you could already have these, I'm just saying I think you're at a good point to start working those in.

I can't wait to see more! :D

(+1)

Thank you for checking out my game and giving feedback. I have fixed the issue with cooldown scaling and limits and will look more into that case you ran into.

I have been working on a new way of handling level ups and meta progression. I feel with these kind of games its progression for progressions sake. Do you have any suggestions or references to other game what you would work well as an end goal for a game like mine?