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CHECK OUT MY GAME! Grid Lost Demo -A sci-fi deck builder with a unique combat system

A topic by kakuseika created 6 days ago Views: 77 Replies: 2
Viewing posts 1 to 2
(1 edit)

https://kakuseika.itch.io/gridlost

Grid Lost is a sci-fi, rouge-like, deck-builder made in Unreal Engine 5. You play as a special agent who operates under a fictional nation called United Vaniber. Your task is to dive into the Grid network and deter foreign invaders attempting to steal the Grid technology and threatening your nation's sovereignty.

The game features a Slay The Spire-like map where you explore and complete various room events. A unique combat system that is unlike any other deck-builder. Every card has a speed value that affects the order of turn actions; manage your speed, interrupt your foes, and dictate the flow of combat. There are tons of cards and relics to choose from to create a build that fits you!

If you like or dislike the game please leave feedback (combat, visual, UI, difficulty... anything)! It will help me to improve the game! 

(3 edits) (+2)

Hey, I'm a student in Game Development from the South of France. Me and my team (4 people) are doing some playtests session and giving some feedbacks to projects !

We played your game and then we did a playtest with 3 students.

Although they weren't especially the audience target, one of them was a bit more than the others.

The game sessions lasted about 30 minutes each.

So here's the feedback.

============================================================================

PROS (what works well with this prototype)

-    The aesthetic is great, quite immersive, its pretty cool

-    VFX/ SFX are nice and well integrated

-    It evokes danganronpa style -  inscryption / persona vibes and still remains quite original

-    Lots of ideas, and a thoughtful game / combat design

-    The combat system has good systems (ram/spells/predictions)

============================================================================


============================================================================

CONS (the problems)

UI

-    the font sizes, for some parts, don't reflect the importance of the information (ex : equipped spells name in menu)

-    while in combat, we don't have enough informations on game elements (no hover to read even if there is the shift key for spell details)

-    a lot of indications of inputs for interactions change from time to time for each step

FEATURES

-    Tutorial is buggy and not present on second run (when erasing tutorial save) so most of the game’s notions are not intelligible / understood

-    Table navigation for missions  is difficult to understand (we do not know what we target / it's quite messy to point an element)

-    The FPS part works and feels good, a bit like Inscryption but the additional camera's rotation by the mouse is frustrating.

BUGS

-    Need to restart the game in order to unstuck during moving part in FPS view

-    Enemies are not instanced (combats ends in 1 hit). Only the first boss works sometimes (this was on 0.1.1 build)

-    No tutorial

FLOW

-    Well thought out rhythm and phases but broken by the absence of enemy

-    a lot of management of contracts / mandatory phases that breaks the player’s involvement

MISCELLANEOUS

-    audio mixing for some parts is too loud (combats)

-    Inputs aren't intuitive (keys from across the keyboard to make an action then another)

============================================================================

To conclude, the game caught our eyes thanks to its visual style and pitch.

Your game design is very well put together, a lot of great ideas!

The combat system has a lot of potential.

The sound design is great.

Very impressive for a solo dev, we know what it takes, keep up the good work mate !

(2 edits)

Thank you for your feedback. I'm currently working on fixing the game. I saw your comment about a 1-hit kill and enemy not instanced. I was playing my latest build (which I downloaded from the Itch app). The enemies didn't die in one hit and spawned properly, so I was curious about that bug report. If you don't mind, would you try updating the game and see if it works now? v 0.1.0 should have fixed that problem. 

Also, could you elaborate on "a lot of management of contracts / mandatory phases that break the player’s involvement"? I don't completely understand this part.

You mentioned you are stuck in the first-person view, could you elaborate on the scenario, and how it happened?

When you say "keys from across the keyboard", would you let me know which keys so I can change the input setting?