Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Feedback needed for 3D Rogue-/Survivors-like (web-based)

A topic by koreanois created 44 days ago Views: 117 Replies: 4
Viewing posts 1 to 3

Hello everybody

I would like to request some feedback for my game:

https://koreanois.itch.io/soju-garden

The game is about playing a bottle of liquor, destroying fruits, becoming stronger in the process and making it to the end.

The reason I am posting here is that I have the impression that the game does not feel polished at some places, but I cannot quite put my finger on what it is... Also, I am wondering how fun the game is - as its creator, for me it is very difficult to judge.

You are very welcome to provide any feedback, but below aspects would interest me especially:

  • Where could the game be more polished?
  • When you stopped playing, what made you want to stop instead of continuing?


Here are some screenshots:



Looking forward to reading your feedback.

Thanks!

Hey there. I gave your game a shot. Here are some thoughts:

  • It would greatly benefit from having a cursor on screen. It was hard to tell were my shots were heading because the character is off center and the bullets go at an angle toward the center of the screen, which I wasn't expecting.
  • I'm kind of confused as to why I'm a bottle. I'm really small, which makes it harder to tell where I am when there's a lot of enemies on screen.
  • You might want to think about making the earlier enemies fade away after a while. Very quickly, the game started chugging because there were literally thousands of enemies on screen.
  • A typical issue with games like this is the player will naturally move backwards and in a circle unless there is some force incentivizing them against doing so. Having some kind of forward attack would be beneficial because 1) It would incentivize them to move in a direction that isn't backwards 2) blasting through hundreds of enemies would be fun 3) it would provide a logical way for the player to get any presents that might be stuck in a horde of enemies.
  • You might also consider adding logic to the enemies to prevent them from lumping together. Also, increasing the size of the playable area might be beneficial. Having more "zones" to move around to and from would add the possibility for more strategy.

Overall, I thought it was fun! I hope you get some insight out of what I said. I also have a game you could try if you have a minute. Have a good one!

Thanks a lot for playing and providing feedback. Exactly the kind of feedback I need.

I especially realize the backwards movement and circling can get boring and I also see the performance implications... Some more TODOs for me.

But before that, I will make sure to try out your game.

Hi. We’re students from the south of France reviewing games for a workshop in Game User Research with the help of a User Research Professional from Ubisoft. We found your request for feedback and got some of our classmates to play your game (some of them are veterans of the survivor Genre, others compleeetely new). Here’s our feedback we hope it is useful to you in any way ^^ :

  • The game was really fun to play for everyone, even for those who had no previous experience with this kind of game. 
  • the overall experience is really satisfying, the game feel is great, the floaty jumps and the aerial control really felt like playing A doom like / ultrakill / RoR 2
  • Every playtester tried multiple runs and wanted to play more of it, even if they died really early in the game. Some said it was “addictive”.

On the other hand, there are various things they didn’t understand or had a difficult time with : 

Camera

  • CAMERA is frustrating to players when it collides and bounces off trees and other elements of the environment.
  • Crosshair is difficult to see with the enemies on screen + not aligned with camera (makes it harder to aim)

Visibility

  • Lifebars overlap and hide everything going from gifts to other enemy types which makes it difficult to tell what some enemies do (due to the fact that we can’t see them)

Balancing

  • Arrivée des ennemis pas échelonné (beaucoup d’un coup, pas de variations -> très linéaire)
  • Enemy spawn rate is really high and new players are often overwhelmed by the enemies and dont have the time to adapt / react (there is no visible variations in the spawn rate)

Rythm

  • Time (rest time) between difficulty levels is often too fast and hard to follow

Understanding

  • Some players needed more time to understand were the life bar was

Feedback

Players complained about the lack of feedback when taking damage and when leveling up.

Here are some recommendations if you are interested : 

  • When taking damage the player will feel more pressure and become more engaged gameplay-wise when receiving damage - try to make the player “fear” taking damage
  • when Leveling up, make a satisfying SFX or/and Animation and you will give the players a reason to keep playing (ex. 20 minutes till dawn does this great by adding a good sfx with a simple animation making leveling up more satisfying)

Objectives

It is hard to understand when the game ends and it can reduce the feeling of satisfaction as the player doesn't know what they’re evolving their character for.

Maybe try defining clear objectives for the player to help motivate them and play more of your game.

Level design 

We’re not sure if you have other thing planned for the level design (like other levels or open maps), but a small issue with the current map is that it is waaaaay too small for the amount of enemies spawning (becomes impossible to navigate arround 14:00)

In conclusion, your game was a great discovery. We had fun testing and playing it. One of our players managed to win the game in 27 minutes. The other ones played several runs and we mostly stopped because we were still in the workshop. 

One of the main reasons people would stop playing is probably the optimisation/performance issues and the “readability” of the game

but we would still recommend the game because it IS FUN, and we all enjoyed playing it!

BONUS : Some games that are quite similar to yours, if you dont know them it may be interesting for you to check them out ! 

  • Risk Of Rain 2
  • 20 minutes till dawn
  • Vampire survivors
  • Deeprock galactic survivor

Hey, thanks so much for the feedback! It's so cool that so many of you played, wow!

Glad you enjoyed the game overall. And congratulations to the winner!

The detailed insights of the game's strengths and areas for improvement are incredibly helpful.

I especially see the need for clearer objectives and improvement of the pacing for improving the core mechanics of the game but also the other points concerning minor annoyances and the overall game readability...

Thanks again, and I wish you all the best for your workshop.