Hey @ClefTheMouse! I'm sorry I couldn't make it live; I enjoyed the stream! Amazing feedbacks! Sorry for the confusion, the game is in the early stages of development and this version is more like an early alfa than anything, so there are plenty of bugs, imbalance, and weird stuff.
Since you were curious, most of the dictionary is from Typing of the Dead, plus some words and phrases I added myself.
I'll address the feedback and whenever I have a better version I'll let you know!
Thanks for playing, it was awesome!
liberula
Creator of
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Hello!
I'm releasing this new small prototype of a typing game! It was a challenge a friend proposed to me and this is what I came up with! It might be a bit rough on the edges, but I hope you like it!
Link to the game: https://liberula.itch.io/dungeon-cast
Hey!
I've made a YouTube video with feedback for your game! I hope it is useful!
PS.: I've posted on all the games socials to make sure you see it, if that's a problem, please let me know!Cheers,
Gaba
I was going to answer the survey, but I struggled because I knew nothing about your game and all the answers I wanted to give were "It depends". So I'm going to give feedback on the survey instead:
- Survey questions must be as specific as possible. For instance, when you ask "Do you prefer playing games with a Keyboard and Mouse or with a Controller?" I assume you are talking about Hack & Slash (H&S) games, but even if you are, I think you should give what kind of games you have in mind with the question, some people classify Diablo as H&S, and I'd play that with a keyboard, but I'd never play God of War with a Keyboard.
- When you ask "Do you think it's better for a game to have a story?" I assume you want to know if your player likes games with stories, but this doesn't tell you much more does it? I think a better question is perhaps what games have they played in the past with stories they liked, or even what were the last games they played. That way you are validating their experience with concrete evidence, instead of a generic opinion.
- Your questions are very specific to H&S, which is a fair approach, but I'd suggest you make a survey first gathering players that have H&S as their favorite genre and then asking that subset what problems and solutions they have in their gaming habits (what games they play, when, where, etc). That will give you a fertile ground for ideas and solutions for your own game, and you'll have great playtesters in your hands.
Most of these ideas come from the book "The Mom Test", I recommend it. If this is helpful in some way and you want to reciprocate, give feedback on my game Recoil, or visit my YouTube channel, I'm making a series where I give feedback on people's games so you could be featured in the future!
Cheers,
Gaba
Hi Tyler,
Feedback is tough to get if you don't have money or a following, so don't think there's anything out of the ordinary that people aren't saying anything. It's the default.
However, there are some things I could point out:
- Your itch page lacks clarity. What's the game's genre? What is the hook? What makes it unique? If you want people to say something they have to care, and they can't care about something they don't understand.
- I'm not too fond of devlogs, I don't know anyone who follows them and is not a game dev unless your writing is terrific or your game is super innovative and has a lot of clear above-and-beyond qualities (think back to No Man's Sky when it was announced, the prospect of a huge game space with different planets was ridiculously enticing and groundbreaking for the industry, coming from a AA studio was another cherry on the cake). If you insist on making them, you have to be as entertaining as possible, just dropping what you did as an update will not do.
- You probably have heard this already and chose not to follow this advice, but I think it's THAT important so I'll reiterate: playtest your game with the greatest amount of people. I don't know why you didn't make your game available to download, but I think it's not the best strategy. How are people supposed to care if they can't play your game? That is, I think, the first thing I'd remedy if I were in your shoes.
Remember to take everything I said with a grain of salt, as I don't fully understand your situation. But I hope this is helpful in some way. If you want to reciprocate, give feedback on my game Recoil, or visit my YouTube channel, I'm making a series where I give feedback on people's games so you could be featured in the future!
Cheers,
Gaba
Hey, don't get me wrong, you have a solid base for a tower defense! I believe you're missing a twist but besides that your tower defense is has a lot of content, which is very nice!
When I say VFX and particles, I'm mostly talking about game-feel. I would add some screen shake, particles where the bullets hit, and more sounds in general: music, ambiance, SFX for the towers and enemies, etc. You probably already know him, but a good introduction to game-feel is this video from GMTK.
Cheers,
Gaba
Hey Asherman406,
I don't know what is your objective with this game (selling it or just a hobby), so I'm assuming you want to sell it and I was a bit more ruthless with feedback as a consequence, hopefully, I wasn't too harsh. Here are my notes on my first impressions:
- The text in general was too low res, it was hard to read
- I Lost a couple of seconds to discover that the space bar starts the game
- Text tutorial is never the best, your tutorial did teach me how to play though, T just wish it was more engaging
- The game is on a grid, but the AOE of the tower shows a circle, and the area close to its borders makes me unsure as to if they will hit the enemies or not. Maybe show the area in terms of grid squares instead?
- I think towers should show their cooldown
- I think the game should show what is the path the enemy is going to take, especially when there are cross-sections
- I suggest you open a menu with all towers instead of just cycling them, it's annoying to cycle them
- Maybe lock some towers and unlock them when the player progresses through levels. This could be a wonderful teaching tool.
- There's nothing much to do when the wave is coming
- I wish I could speed up the current wave, this might be a symptom of the point above though
- Maybe give bonuses when I'm more efficient or get rid of the wave faster? now I always get the same amount of money each wave right?
- there's a lot of silence...
- Usually, minimalist games compensate by using particles and VFX, your game is lacking on that front
- Shots missing are a bit frustrating and unusual for a tower defense I think. The worst offender here is the Sniper, which is kinda ironic haha
- I don't get what is the Unique Selling proposition of your game, what does it do differently than other tower defenses? I'm not the audience for TD games, but I don't see what they would find in your game that is different from other tower defenses
- I didn't see all the dots, but the ones I saw are too "samey" They just vary in speed and health, which doesn't change my choices at all
- I don't know what the goal is, by wave 20 I got bored and I practically had solved the map, how many do I have to survive?
Played for about 20 minutes. I got to wave 50 on the first map, but some of this time I was idle.
Now that I have given my (hopefully not too) harsh feedback, I hope you do the same for my game Recoil! Let me know if I can help you with anything!
Cheers,
Gaba
Hello! Here are some notes I scribbled while playing:
The lines behind the initial dialog make reading harder
who is this character that is speaking to me, I miss a picture or a description
The text effect is a good idea but lacks polish, I'd like to see more rhythm and emotion on words (undertale has a ton of effects like that)
I, personally, dislike when games throw text on me without me even knowing what the game is about. Maybe consider a narration?
The humor is very specific, which can be a good thing because you have (hopefully) found your target audience
had to download it, it was laggy on my browser. I'd be careful with HTML, it can be frustrating for the player but not frustrating enough for them to download, which makes them play a crappy version of your game and be dissatisfied, even though perhaps they would have enjoyed the downloadable version of the game
I'd make absolutely clear which version to download, I wouldn't want to waste potential feedback on an older version of your game
The menu UX got me confused multiple times. I quit when I wanted to continue playing
The music and sfx are a tad loud, that's why I went to the menu
Didn't instantly understand what I had to do, I don't know what you did in the new version but I'd continue working on the onboarding, maybe use the menu to your advantage and make the player type to start playing? ( just a whacky idea, don't take it too serioud
It's not clear to me when I take damage , I know something bad happens when I miss, I know I take "damage" if I stay in a word for too long, but there isn't much predictability
On one hand you have centered your game in the "spreadsheet" theme, on the other hand I think you are exploring a lot more with the words, makes me want to get out of the sheets and go to the dungeons (wait... that didn't sound right haha)
I don't particularly appreciate that there isn't much exploration, in the sense that the words are already pretty much revealed
The game has potential and is a quirky idea which is great. I just think it's lacking interesting choices: why should I go to one word instead of another?
I've done a small research about roguelites and created this infographic at the beginning of the year, might be helpful: https://imgur.com/gallery/D5XFSbc
Hello Itch.io!
I've been developing a small platformer called Recoil - a game where you can only move by shooting.
I'd love to get some feedback from the community, both on the page and on the game (mostly game design and gameplay. Art and music are assets that I will replace later)
Any feedback and creative ideas on how to improve/expand are greatly appreciated!
Thank you so much!
Gaba