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Dark Roguelike with Dominoes and Rituals - Need feedback!

A topic by synaut created Mar 30, 2026 Views: 886 Replies: 23
Viewing posts 1 to 10

https://synaut.itch.io/dominot

Hey everyone! I'm working on Dominot, which is a Roguelike/lite about performing rituals, with a dark mystery behind it.

I'm looking to validate if the core gameplay is appealing, and if the mystery metagame is engaging.

Any comments are extremely welcome!

(+1)

The game is very cool. It reminds me of a old (1980s) computer games. It was interesting. I did free the guy. I got the inventory. I see what you are going for and I admire the vision. I do have one small complaint. Have you seen No Pun Included's review of Unreliable Wizard? I feel, and I could be wrong, the game gave me choices, but they were never particularly fun choices. I did the best I could with what I was given and that is it. I could not see how one run could be different from another. I feel like if Olexa and ManlyBadassHero played this game they would play it the same way. I feel like there is only one way to play this game. Maybe I am wrong. Maybe I didn't spend enough time with the game. That is the impression you gave me. I got the slimy domino said F that and quit half way through the run. This is a really interesting game with a lot of potential and atmosphere let down overly deterministic game play.

Wow first of all, thanks both for playing, the encouragement and for the thorough feedback!

  • Yeah the vibe it's going for is definitely 80's/90's DOS game, so I'm glad to hear that!
  • Regarding choices: the metagame part is more narrative and thus more linear, while the core Roguelike game should allow for more emergent gameplay. Even then, this is just the first part of the story, and I haven't decided just how linear/nonlinear the story can end up.
  • Yeah the slimy domino might be a bad idea overall really lol, looked cheeky on paper but it's probably too annoying.

If I had to ask one follow up question (and you're willing to answer): did you like the actual core gameplay? Does it feel like you could play it by itself, finding more materials, strategies, and getting further into runs?

Yes. I liked the core idea. The game was interesting and fun. I do think the slime domino could work, but as is it feels like a joke at my expense. You can get away with anything if you present it proplerly.

Will probably tweak the behavior of the Slimy domino a bit to not make it completely frustrating.

Thank you for all the feedback!

(+1)

Hey, I tried your game—it’s awesome that it’s a web-based build! I really loved the dark, retro vibe, and the sound effects are pretty cool! I think it has a lot of potential. I didn't get very far because I don't think I'm the right audience for this kind of game, but I played for a few minutes anyway. I had trouble merging the dominoes, but maybe I misunderstood that you had to take the ones from your hand and merge them with the ones on your arm! 

Did it take you a long time to develop? 

Great job anyway, and good luck with what’s next :)

Thank you!

What issue did you have with merging? Dropping dominoes from your hand onto your arm should merge (add up) with others that are already there (tho this is disabled on the first steps of the tutorial).

Also, been developing it slowly for about a year now, taking my time but just now reaching out to find my audience :)

(1 edit) (+1)

Hey! The issue was not technical, i did not understand that i had to take a domino from my hand a drop it onto another one from my arm.
I was trying to take one from the arm and drop it on another of the arm, so unable to drag the domino from the arm ^^'.
After countless attempts, I finally figured out that you had to drag them with your hand! But maybe I read the tutorial too quickly!

Oh okay that's actually good feedback; as designers we often take things we understand for granted  and it's not always the case for new players, so thank you!

Totally agree with you ! I don't know if worth the effort but maybe making domino from the hand glow first THEN glow from the arm to suggest to drag from hand to arm, or something like that, but as I told you, I might have skimmed the tutorial a bit too quickly, so the glow thing would be to keep in mind in case other people give you the same feedback :) 

Hello! I just pushed an update with a more clear FTUE/tutorial and some visual improvements, would love to get fresh eyes on it to hear some feedback!
Right now I'm mostly interested in hearing if the tutorial and game mechanics are easy to grasp, or if there's still confusion as to what is happening/how it works.

I have tested your game and really enjoyed it. I have recorded it, while speaking out loud, and I am working on a Skill for Claude to analyze my session transcripts and have attached that below. 

I would be really grateful if you could test the mechanics of my game as well, you can find the game here: /t/6273292/if-you-test-mine-i-will-test-yours-rabbit-rocket-racin...

Here is the video of me playing your game:

Dominot playtest, my notes

I gave Dominot a 12-minute solo run and recorded my thoughts as I played. Once the loop clicked I genuinely wanted to keep solving boards.

What I liked

  • The puzzle loop itself is satisfying once you understand it. From around the 8-minute mark I was narrating moves like "this one needs a three and a one," which is the moment a game stops being instructions and starts being play.
  • Strong genre fit. I like board games and puzzle games and Dominot scratches the same part of my brain.
  • The progression goal (get to 15, advance) reads cleanly once it's visible. By the end of the session I had figured out the loop and was happy to chase the next level.
  • The game let me recover from a bad state. Around 5 minutes in I thought I had broken something, restarted, and worked out on the second try that I needed to update all the pieces before resolving. The retry path was forgiving.
  • It held my attention well past my usual stop point. That's not nothing for a prototype.

Where I got stuck

  • The intro lost me. In the first minute I was narrating things like "I'm not really sure what that is" and "lost, we are doomed," and at 1:09 I said outright "that intro was a little bit confusing." This felt like a learning problem, not a difficulty problem. The game hadn't told me what I was doing yet.
  • I couldn't tell when "resolve" was available. Between roughly 3 and 4:30 I asked "why can I not resolve" three times in a row and never got an answer from the UI. Definitely a learning problem.
  • Even when resolve fired correctly, I couldn't tell why. Around 6:30 I said "I don't know why they've resolved, all of a sudden it came up." The mechanic was working but I couldn't connect cause to effect, which is a feedback gap.
  • There's a blue indicator I never figured out. At 7:49 I asked "what's that blue one, now I don't know what that means," and at the end of the session it was still unresolved.
  • I forgot what wax did and couldn't look it up. Around 10:45 I said "I forgot what wax was," and a minute later "I can't remember what it was, something about replacing something." Once a tooltip is gone, I couldn't get it back. Pure learning friction.

Suggestions

  • Replace the opening with a guided first move. Teach the basic loop with one piece on the board before introducing flavor or world setup. The intro felt like flavor first, gameplay second, and I needed it the other way around.
  • Make the resolve button tell me why it isn't available. A greyed-out button with a tooltip ("update all matching pieces first" or whatever the rule actually is) would have saved me the entire 3 to 5 minute confusion stretch.
  • When a resolve triggers, briefly highlight which pieces caused it. That single bit of feedback would have closed the loop on the 6:30 moment where I succeeded but didn't understand why.
  • Add a hover or click-to-inspect on every UI element, especially the blue indicator. If it's important enough to be on screen, it's important enough to label.
  • Make mechanic descriptions (wax, etc.) re-readable. A glossary, a hover on the affected piece, anything. Forgetting what a piece does halfway through a level shouldn't end the run.
  • A sound volume slider would be nice. Pretty minor, but I noticed it.

Overall

I had a good time, which is the most important thing. The core game is genuinely fun once you're in it, the design is working. The whole experience is essentially gated behind one problem though: I couldn't tell when or why "resolve" worked, which is the central verb of the loop. If you fix that one thing first, I think most of my other complaints will quietly go away with it. Excited to see where this goes.

Thanks for letting me test it.

(+1)

Hey sorry I just got around seeing your reply, amazing feedback! I will go through it thoroughly, as there seems to be some very good observations in it! Tysm!

Oh and I'll test your game soon too and give you my feedback :)

Hello Synaut. The game has a fantastic aesthetic that I don't often see; that alone makes it very striking, and it has many great visual and sound design choices that fit perfectly.

The introduction is good. Just when I felt it was dragging on a bit, the game started. I placed all the tiles, but I couldn't find any way to progress. I started a second playthrough, but during that animation sequence, I died and the screen just went blank. On my third attempt, I placed the tiles hoping something would happen, but nothing did. I realized the only alternative was to click "New Game" (which feels weird to start a "new game" when you haven't even really played yet, plus it warns you that you'll lose your progress).

When I finally clicked "New Game," the tutorial started, and that helped a lot—I was able to understand the mechanics pretty well.

In the part where you choose the stone, I think players need to know what they are choosing. Even using the "investigate" action gives no information about it. I thought the idea was to keep it a mystery, but the game explains what the stone does as soon as the match starts. As a player, I don't see any benefit in making blind choices like that.

Later, I struggled to understand what to do when it told me to "close session" (or something similar). I think it would be better if it closed automatically or if it were indicated more clearly.

It would be nice to be able to remove a tile you just placed in an empty space.

During the second choice, I thought having the "identify" ability would let me see what I was picking, but no. It felt worse than the first time because it's still a blind choice. The same thing happens with the instruments you pick up.

Regarding the tools, I had to experiment to figure out how they worked, which leads to consequences like accidentally losing a tile, for example.

Then some orange circles appear, and there isn't any clear information on how they will affect you. The same goes for the bombs.

It's also hard to understand at first what the blue and purple colors on your indicator mean. Only after drawing do you get a rough idea of what they represent.

In the end, I lost because I couldn't understand how the abilities used to "attack" me actually worked.

In summary, the game is good. I understand that old-school games often don't explain things and expect you to learn by trial and error—if that's your intention, keep it as is. But if it's not the intention, I think the game could really use some more explanations, because it ended up being frustrating not understanding why I lost.

(+1)

Thank you! Very thorough and useful.

You're right that the game should evoke a bit of that "old mysterious game where it's not always clear what to do" vibe, but I find that it's a bit overdone now and it's frustrating players. I'll probably tone it down further going forward.

The opening sequence in particular I thought it was a cool way to "cold open" players into the game's world and lore, but it's just turning out confusing. I will heavily change it or take it out altogether too.

Anyways, thank you again for your time!

Hello everyone! I've just overhauled the game's introduction/tutorial, and would like to have some new impressions on it. 

Right now, I'd love to hear if the onboarding to the mechanics is still confusing or if it's more clear now.

(+1)

I love the new tutorial. I could be biased because I have played before. I got the slippery block and it didn't bother me nearly as much this time. Still a great game. I will come back when I have the chance and find out what is up with the maze.

Thank you so much for dropping feedback again! Yeah I did tweak the slimy domino specifically because of your comment lol (also materials now have pip modifiers that can make them larger, so the Slimy domino has an upside now).

Maze in the current build is a bit incomplete (working on it as we speak), but there are some things to find there.

Hey! Just checked it out, I'll leave a few pointers in what caught my attention:

  • Onboarding felt very immersive. It didn't feel like too much info at once or that it was hard to process, so the gameplay loop felt smooth and predictable. However, I find it a bit counter-intuitive that smaller tiles could damage bigger tiles while matching tiles didn't cause damage, but I want to think that there are lore reasons behind this design choice, and it's easy to play with it in mind.
  • Continuing with design, the atmosphere was quite captivating, with the disturbing hints and the limited understanding of what's going on. It feels like I really stumbled upon something I shouldn't have discovered but kept playing anyway.
  • Regarding gameplay, for the time being, I tested wax and iron as materials, but the wax graphic seemed like a gold ingot first and I was quite surprised to find it wasn't. When I tried iron, which is said to cause +1 damage, it wasn't clear whether the damage was towards the player or towards the domino tiles, since visual feedback was provided but at the same time I didn't notice any changes from playing with wax or normal domino tiles.

I played for around ten minutes before I got stuck in the "Proceed" screen after the second challenge, after which I couldn't continue playing. I tried starting over to see if that was a reproducible issue, but I ran into another bug when the domino tiles got stuck. Luckily I could solve it by clicking on "Resolve", but now I have a tile I can't choose and which stops me from playing with a full roster. 

I hope my comments have been of help!

Thanks for your feedback! Sad to see you encountered those bugs, at least one of them i thought i had already fixed :( still it's useful information so thank you!

Also interesting point you raise on damage against smaller chips vs perfect matches dealing no damage. It hadn't occurred to me that it might feel counter intuitive. In my mind, the core of the game are the perfect numerical matches, and mismatches are penalized via damage. It should make a bit more sense lore/flavor wise, but it's explained a bit indirectly. 

Thank you for your reply! I can see how it penalizes mismatches since the domino game is meant to match perfectly, but at the same time I feel like higher numbers shouldn't be affected by lower numbers, though I get that it would make the gameplay loop a bit stale and easy to break.

Do you have Discord or email? I'd love to keep discussing this since I still need to continue playing to see what else is there to discover ☺️

Sure! i haven't set up a discord server for the game just yet, but you should be able to find me as synaut over there. Feel free to friend me/dm me there!

I really like this. Awesome idea, direction and execution. very nice aesthetics. wishlisted on steam :)

Thank you for the playing, and for the wishlist !