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Feedback & Discussion Sticky

A topic by Geonjaha created Mar 25, 2022 Views: 780 Replies: 16
Viewing posts 1 to 7
Developer (3 edits)

For any comments or feedback about the game.

I don't really get how this game should be played or what the goal is. I just press Z and choose a direction until I die.

Developer (3 edits)

The goal is to survive through 6 boards with as much gold and treasure as you can.

Best thing to aim for starting out is to get 25 gold through tile events, then press START (Enter) and go into ‘Items’ and buy a treasure, to gain a new ability.

At first your input is to just choose directions at intersections, or what to do on certain tiles, but once you’ve got a treasure you can use its ability to help in specific ways (e.g. move a specific number of spaces for a mana cost). 

More treasures mean more options, and the game is mostly about strategizing where to go and what to use and when. 

I will likely expand on the tutorial in future, so if there’s anything specific that’s unclear or confusing I’ll try and clarify.

(+1)

Very well made ! maybe some animation for the attack or meeting part will help to get more immersion in the game.

Developer

Thanks! I am planning on adding animations and sound effects to encounters.

(+1)

I really enjoyed this game. It feels like a board game and something different in the context of GB homebrew. I’m looking forward to playing on my GBA. Congratulations and I look forward to updates.

Developer

Thanks! I really appreciate your work to highlight games in the GB homebrew community as well, please keep it up!

It’s my pleasure, and I’m stoked to hear others appreciate it.

(+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.

Developer (1 edit)

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.

Developer (1 edit)

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.

(+1)

I really enjoy this game, but with the new version v0.1.0, I don't see the ability to reroll that was in previous versions.  Am I missing something?

Developer

That is actually a much older version of the game; the download should now have the correct up to date file. If you redownload the game it should have no version number on the title screen. Apologies, and thanks for reporting it!

Deleted 1 year ago
(+1)

Alright, this game may be done, but if not...

I feel like some splash screens occasionally would help build the feel of the game.  Not for every single event, but for starting the journey, or ending or every 10th turn or only when staying at an inn or finding an ingot or something.  The story-telling via text is really really great.  The artwork you have is so so good.  And the music really adds to the atmosphere as well.  Some full art sprinkled in would really be the icing on the already tasty cake.

If the screen would move forward looking ahead more spaces instead of being drug along behind it would smooth the play experience a lot.  I find myself having to hit select to look ahead every other turn.  If the screen "kept up" with the player a bit better (keeping the player icon in the lower half of the screen by default) you'd hardly have to use the select button to look at the map.

I agree with LDG above about auto-moving until a choice needs to be made or you've reached the end of the roll.  Hitting A for every space slows the pace of the game down a bit and makes it less obvious that it's time to do something.  I find myself hitting A rapidly to move along and then accidentally selecting the first choice because I was rapid firing to move.  This feature sounds small but I think it would make a huge impact on the feel of the game.  

I love the gameplay and the achievements.  

Developer

Thank you very much for the feedback; I agree completely with all of your points. If I make an updated version in the future these are all on my list.

Sweet!  In the meantime, I'm buying it!