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(+1)

The demo went well, and I got enough useful feedback to re-evaluate the game. What I found is that the core loop (type -> gain health -> enemy die) is fun, but it's drilled too explicitly into every encounter, so it loses its appeal fast.

Main issues:

  • Enemies all have the same stats, so each fight feels the same
  • Bosses are too similar to normal enemies, so boss fights aren't that interesting
  • Each floor feels the same, and searching for the exit is boring

What I'll do to solve them:

  • Adjectives attached to enemies will modify their stats, instead of just being something else to type
  • Make boss fights memorable with dialogue/camera zoom/healthbar etc.
  • Distinct "biomes", each with unique enemies, adjectives, and maybe even appearance. Each floor is randomly assigned a biome.

Minor things I found were needed when playtesting:

  • On-screen indication that capslock is active
  • Tab/enter movement hints for players who don't work with spreadsheets

Other features like highscores and juice are still on the roadmap but at a lower priority until I implement these fixes. I'll also be pausing development as I'm participating in the GMTK Game Jam this weekend. Have to stock up on sleep beforehand so I can spend more time jamming ;).