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Looking for ideas & feedback on my idle RPG prototype

A topic by SPRITEARTS | Free Pixel Art Assets created Feb 17, 2026 Views: 200 Replies: 3
Viewing posts 1 to 4
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Hi everyone 👋

I’m currently working on Crown & Coin, a browser-based idle RPG that is still in an early prototype stage.

At this point, I’m mainly looking for ideas and honest feedback to help shape the game going forward. Many systems are still flexible and can change based on feedback.

Things I’d love your thoughts on:

– Does the core gameplay make sense?

– Does progression feel rewarding or too slow/fast?

– What features would you expect in a game like this?

– Is anything confusing or unnecessary?

– What would make you come back to play again?

You can be completely honest — early feedback is exactly what I’m looking for 🙂

Thanks a lot to everyone who takes the time to play, comment or share ideas ❤️

https://crown-and-coin.vercel.app/

Moderator moved this topic to Get Feedback
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(moved to the right category)

(+1)

Hi CaC,

Q: Does the core gameplay make sense?
A: Well, it’s an idle game. So yes, doing quests, waiting, improving equipment, leveling up, and repeating the loop makes sense.

Q: Does progression feel rewarding or too slow/fast?
A: Actually I am not sure. In both the Tavern and the Dungeon, I didn’t really notice where I could see what I was up against. I win or lose without clearly understanding why. Yes, once the fight starts I can see the enemy’s stats, but at that point it’s already too late. So now my level is just a number with the importance I can't recognize.

Q: What features would you expect in a game like this?
A: Some stronger motivation to stay engaged. In other idle games I’m constantly rewarded by unlocking new flashy features, hoarding wealth, getting special bonuses from rebirth mechanics, etc. Here, I mostly just see tickets that need to be solved.

Q: Is anything confusing or unnecessary?
A: The number of untranslated German words is quite confusing.

Q: What would make you come back to play again?
A: Right now I see the clockwork, the engine behind the game. I understand how missions work, how to equip or sell items, etc. But as a player, I want to feel something more than an engine. I want to “drive the shiny car,” explore, take risks, crash, get arrested, that kind of feeling. Sorry if the metaphor doesn’t perfectly fit your game, but I hope you understand what I mean.

(+1)

Thanks a lot! Everyday i do more on CaC :) ,- i try to make it better everyday one step!