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Looking for feedback: RogueBlock, a roguelite shooter

A topic by unaware-robot created 28 days ago Views: 259 Replies: 4
Viewing posts 1 to 3
(1 edit) (+1)

Hi everyone,

I just released an update for my game, RogueBlock (working title). It adds more items and makes the game a lot more fun in my opinion.

I would love to hear some opinions on it! Whether it is fun, too difficult, what you think about the style, etc.  Thoughts on the game page itself are welcome too  :)

The game is free and playable in browser, check it out! https://unaware-robot.itch.io/rogueblock-working-title






Okay, so let me give you a bit of feedback. I played for a little bit, and please don't think I'm trying to be mean throughout my feedback, I'll just be as critical as I can while being constructive as well as complementing on what you've already got so far.

Fun-ness
This game has insane potential. I love how similar it is to super smash's adventure mode, but it makes the whole idea a bit simpler and the  roguelike element makes it very replayable. However, what I think you need to improve on is the visual feedback. From what I played, I got close to no visual feedback. This makes the game feel very choppy and a bit bland. From what I can tell, a simplistic style is what you're going for but you can still include particle effects and explosions while still feeling simplistic. So what I suggest you do is really try to work on and refine this, as I think your game will benefit a ton from even just the smallest of particle effects like a small trail after you walk.

Difficulty
Being completely honest, this game is brutally hard in most ways you look at it. Even in practice mode, it felt overly difficult and I found myself beating myself up constantly saying "Why am I so bad at this game??", which is not what you want your players to think. You want to make the game so easy they think they're a natural at it, and they keep playing so they can test out how good they are. You still want to leave room for challenge of course, though. So anyway,  I can tell dodging is the major skill required for all of the battles I played through.  This means that the modifications you made for practice mode have little to no effect on the difficulty as they based around damage and immunity frames. For this game, I would modify the amount of projectiles you need to dodge for practice mode as that would actually make practice mode feel like a practice mode like it's supposed to be. Another thing is, the game was difficult enough that I began clicking random upgrades without really thinking about it because I subconciously kept telling myself "no matter what I do, it won't make it any easier for me", which kind of ruined my experience with this game to be honest. So something you could do about this is have small tips or hints suggesting what you could buy, they could even be random, just something to awaken people from that mindset. ONE more thing for the difficulty section is also you NEED a proper tutorial. Something as simple as arrows and text saying, (go this way, follow me) that takes you down a certain path, so it doesn't leave the player confused as to where to go. One small thing as well, the ability buttons didn't seem to do anything for me.

Art
The art is interesting. Right from the start I felt like I'd been blasted by all of those intense colours. I think you need to make them less intense, or apply a filter or shader because the colour scheme just feels a little bit off. Also with the art, I like the simplistic style but it feels a little sharp and choppy. It needs to be a little smoother, but still keep the pixel art style of course so try and just make the borders and lines a little bigger.

Other stuff
The movement feels a bit strange. I understand the block-jumping style of movement but something you need to fix up is you can't go diagonal which is a bit annoying. One last thing is in the future you'd really benefit from having a storyline as I'd love to know who this weird yellow rectangle is along with the enemies you fight.


All in all, great game, keep it up! The concept is really great, and I'm loving the simplistic yet replayable style. Just make some of these changes and I think you could improve this game by a substantial amount.

And keep me updated, I'd love to see it once you make some updates to it!

And also I have one favour, would you mind checking out my game? It's called slugger and you can play it at https://slugger.surge.sh or from my itch.io profile. I'm completely remaking it in a new engine so play the original game and then check out my latest 3 devlogs about how I'm rebuilding the game. Give some feedback if you can, it really helps, as hopefully mine helped you!

Anyway hopefully I was helpful to you, and ask me anymore questions you have about my opinion on the game.

Happy game dev,
ProxyFirewall

(4 edits)

Hi, thanks so much for taking the time to write out all of this feedback, I appreciate it a lot :)

I agree the game needs more visual feedback and particles etc, up until now I've mainly been focused on the gameplay.

Practice mode as it is now was really just thrown in as an afterthought, and it could have been thought out better. At first I didn't think it was worth the effort to do more than a few number tweaks, but I think now it is worth it to put more thought and effort into this mode. I think reducing the number of things to dodge is a good idea. Maybe I will change it around and make what is currently practice mode the ''normal mode', and the current main mode 'hard mode.

I'm not a fan of the idea of hints for what rewards you should pick honestly. I really want to leave that choice completely to the player. But hopefully, if I can balance the practice/normal mode well, thinking about what are the best rewards to pick can really make the difference between winning or losing, rather than it now feeling like it doesn't matter anyway.

I didn't really think about a that much tutorial yet, I guess when you're developing a game it's really hard to gauge what a person who hasn't seen it before will find clear and unclear. It's probably a lot more important than I thought.

The intense colours may be because I'm a bit colourblind XD so I don't have the best idea of what colours to use. Learning about shaders is definitely on my planning, hopefully I can improve on this.

A story is also definitely the planning, but that is low priority for now :)

I have 1 big question, because you say the ability buttons didn't seem to do anything for you. Abilities are pretty important to the game so them not working is a bit concerning. Could you give some more details on this? Did you have an ability picked up, and if so, which one? Did the buttons not work on their own or was it while pressing other buttons? Do you have a non-qwerty keyboard maybe?


Again, I really appreciate the feedback! If you want to stay updated, you could follow me, I write a post for each update describing the changes. 
I will definitely try your game, but it may take a while as I'm pretty busy the next few days!

No problem, you don’t need to thank me I’m just trying to help people out!

Turning practice mode into normal mode and normal mode into hard mode is a fantastic idea, but I’d suggest still making a practice mode as that is very helpful for beginners.


Yes, I think your idea of leaving it to the player to decide but making some options better than others is also good, it’s really just personal preference so I’ll leave that up to you.


and with the colours I’d simply just suggest lowering the green value and keeping everything else the same, as that would make it a bit more calm as the green is the most aggressive and bright.


With the ability buttons, maybe I didn’t quite understand it because I probably didn’t have an ability at the time maybe. If they work for you, then I wouldn’t worry. I’m using a regular keyboard and stuff so unless yours is different I would just leave it.


And of course I’ll follow you, I really like your game! And take your time with playing my game, don’t stress. Also I’d really appreciate it if you consider following me as well, you don’t know how much it would mean :)

(+1)

Made a comment on your game :)