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Thanks for the feedback! I feel like many of those aspects are pretty familiar to most roguelike/rpg fans, but I'm always open to attempting to cater to a more casual audience. The difficult part is that, by nature, roguelikes are pretty impenetrable. The number of keybinds present in Axu is very small by comparison, and lacks something like Nethack's #commands (like MUDs' verbs) for something as simple as looting a chest or removing traps from it. What I'm trying to do with this game is to provide something the hardcore fans will enjoy while also giving those who are new to the genre a chance to ease themselves into the genre. That is by no means as easy feat.

Some core things I've taken away from your feedback:

  1. Tutorial is important. I've gotten many requests for this, but I've had to put it on the back burner for now. Keep in mind that I can't tutorialize the entire game. I assume the player knows what most keywords mean, or is willing to learn.
  2. Streamline keys more. This has been more of a focus in the upcoming release. Your comment on stairs got me thinking that I really don't need keys for going up and down stairs when there's a perfectly good "accept" key already there and unused in this scenario.
  3. More effort into UI presentation. This is very much my weakest facet of development. I'm much more of a programmer than an artist, but I'll do some reading on good UI design.

Again, thank you for your feedback. It's not often I get some from a more casual audience.