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Dungeon Descent — Roguelite browser game, looking for feedback on meta-progression feel

A topic by maxmini0214 created Mar 02, 2026 Views: 111
Viewing posts 1 to 1

Project: https://maxmini0214.itch.io/dungeon-descent

Dungeon Descent is a browser-based roguelite dungeon crawler. You fight through procedurally arranged floors, collect potions and power-ups, and face increasingly tough enemies. When you die, you earn Souls based on how deep you went and how many enemies you killed.

I just added a meta-progression system (v3) and I am specifically looking for feedback on how it feels:

1. Soul economy pacing - After dying, you can spend Souls on permanent upgrades (Max HP, Attack, Defense, Potions). Does the soul earn rate feel right? Too grindy before your first upgrade, or too fast?

2. Does the meta-progression make you want to retry? - The whole point of the soul system is to create a "die, grow, repeat" loop (similar to Hades or Dead Cells). After your first death, did you feel pulled to try again, or did it feel pointless?

3. Combat balance - There are 3 enemy types (Slime, Skeleton, Demon) with increasing difficulty. Does the jump between floors feel fair? Is there a floor where it suddenly feels impossible?

4. First impression - What was your gut reaction in the first 30 seconds? Did the controls feel intuitive? Was anything confusing?

I have 28 other browser games on my profile if you want to check those out too, but Dungeon Descent is the one I want to push furthest. Honest criticism very welcome.