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(+1)

Just played a round. I think there's an interesting core here, but I can see why you said what you posted on the discord.  I made it to the end, and have some feedback.

  • The UI feels unclear. I'm not sure I'm reading the totals correctly for hearts/coins/etc. Presenting these as numbers, or unstacked symbols, would probably be clearer. Perhaps it's easier on replays, but for a first time I wasn't really sure what I was looking at.
  • I only realized I could open a start menu to buy items because of your comment above.
  • Needing to press "A" for each move does kind of reinforce the commenter above's feelings of "I just press A until I die". If we're only ever going to interact with our final space, consider making it an auto move that only prompts you for additional input with directional changes?
  • Every "Explore the local area" tile I landed on resulted in me finding nothing of interest until my final area, and then each one was a result of "Undead attack". Made it difficult to be excited or curious about what I was landing on; felt arbitrary.
  • I like the idea of the map, but maybe your "player" sprite could be something other than a cursor? It might help with investment/engagement.
  • Final scoring was unclear. I saw 3 cards and a +20%. What are these symbols? +20% what? Do my scores improve further plays? Did I unlock something?
  • I don't think I ever encountered a reason or way to use mana? What is it for?
  • Events were limited by the lack of information: for example, I landed on a space that gave me a choice to buy something. I couldn't tell how much gold I had, so I tried option 1. I couldn't afford it, and my turn ended. Would have felt better if I could try the other option or see my totals better.

I hope this doesn't come off too negative/harsh. I really like the concept, it reminds of a rogue-lite take on board games like "Tales of the Arabian Nights"; I've even tried my own hand at making GameBoy "board games" like this, too, so I'm very excited to see where this goes.

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Thanks a lot for this! No worries about sounding harsh/negative; I'd rather get honest criticisms to have something to work on improving. Some of these things I was working on finding a solution for and others I hadn't considered, so it's definitely helpful.

(1 edit) (+1)

Yeah this is exactly the kind of game I'd like to be playing; I've been on a quest to make/find a good game that gets that "just one more run" feeling like FTL, etc.

I think with some clearer presentation of information and maybe some tweaks to expand immersion/investment in the scene, this could be amazing.

Since your spaces are all themed events, have you considered changing to a scene when the player lands on a space? For example, if I land on the "Wizard" space, maybe change to a scene with a static image of a wizard, and show the text there instead of on the board space. That would do wonders for introducing immersion/feeling like you're actually on a quest.

I know that's a big ask; and I wouldn't want you to change your game if that's not your vision for it, but was thinking about how to address some of the other feedback/concerns I saw.

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Yeah, rogue-likes/lites are one of my favourite genres, and FTL is among my favourite games. It's a genre that didn't have a place on the Game Boy back in the day, but one that I think fits really well, and one that I hope more homebrew devs explore.

I've considered the scene change with portraits for events, it's just something that I know would take me forever to do the art for, but definitely something I'd love to implement to an extent. My only concern would be bringing the player out of the gameplay too much if done every turn, so maybe only for certain event tiles.