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Doom Keeper - feedback matters a lot

A topic by matroskin123 created Apr 12, 2026 Views: 163 Replies: 3
Viewing posts 1 to 3

Hi everyone!

I’ve put together an early version of my arena action-roguelike, and I’d really appreciate any feedback you might have.


https://matroskin123.itch.io/doom-keeper

(+1)

I played four rounds and gave up. I felt like I spent most of the time standing still and waiting for things to come toward me. I had no real reason to move. I could move to pick up money, but I didn't care about the shops. Nothing in them was fun or exciting. And the bonuses after every wave were just as boring. So I come from a board gaming background. We have something called the rule that makes the game fun. In poker it is betting. What makes your game fun? The first feature on the games page is auto firing combat.  I do not think this game is fun. Auto firing combat being your fist selling point tells me you don't think it is fun either.

This is a serious question. What makes the game fun?

Thanks for the feedback, I’ll think about it.

(+1)

I tried progressing for a while, but got stuck repeatedly and then gave up. Tried another character, got stuck at the same point (a few rounds in, either at the first boss or right after it). Tried the vampire now, same result.

I was confused by firepower and technomancy, they don't seem to belong with the rest. 

There doesn't seem to be anything to master other than dodging bullets/mobs. The special abilities were underwhelming, and if they have a visible timer indication, I didn't see it - so I ended up almost never using them. 

Every run felt much the same, I felt like the different gear/characters don't actually require different behaviors or generate different expectations.