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[Feedback Exchange/ Game Update] DUNGEON CHESS - Lets help each other!

A topic by HigherDreams created 18 days ago Views: 430 Replies: 21
Viewing posts 1 to 10
(2 edits)

Hello, 

I recentlly launched a alpha version of a project I've been working for a while now.

That's the first time I'm lauching a game on my on, I don't have the best knowlage in how to gather good feedback.

That's why I'm here asking if you guys want to playtest my demo, and in return I'll play test yours too if you have one.

I need to know if the game is easy to understand, if its too hard to play or if there's any bug or issues with it.

But any feedback is valid.

My game already have a Steam page, and if you're interested I can give you a key to play when it realeses.

Please, take a look in the game (DUNGEON CHESS): https://gersonbello.itch.io/dungeon-chess

If you have any questions about it or just want me to review your game too, just reply it here.

(Edit)

A new update is available! Check out all the details: https://higherdreams.itch.io/dungeon-chess/devlog/1637863/big-update-dices-spell...

Thank you for the help!


(+2)

Hi!! Spent some time playing it and liked the concept. Super cool and has potential.
I ran a quick QA and UX pass and can share a couple of notes that might help:
About movement readability: It took me a while to understand movement patterns so I found extra hard to predict and it got confusing.
A suggestion would be to maybe add some kind of visual telegraphing for future paths like 2-3 moves ahead or just simplify movement so that each type of character sticks to recognizable movements. Just like chess.
Now about the UI Viewport: Some HUD elements were past the screen edges so I could not actually see them or access.

I logged the full report in Notion if you ever want to check it out.
Awesome work so far!!

Hi, thank you for the really detailed explanation.

I sure do want to see your full report! 

(+1)

Since it is just in alpha version right now, I left out of the pass some more technical stuff that I tend to look out for.
But when you update the game some more just let me know and I can have another look.

https://artistic-manicure-660.notion.site/Dungeon-Chess-3bbc9a246e9580c3baf1c699...

Perfect!

I'll share this with the team, and we'll definitely improve the game based on your feedback.

Thank you so much! 💖

Please join our Discord server, and I'll give you a free copy of the game as a reward! 🙂

(+1)

Sure thing! Let me know whenever you change something.

(1 edit) (+1)

I’ve cleared the demo. I’m a hardcore fan of grid-based tactics games, and this combination of authentic chess-like movement is incredibly fresh. The shared buff selection each round is a standout feature, and the various characters and overall combat flow are engaging. I just played through in one sitting.

Here are some thoughts or bugs:

  1. Character selection at the beginning needs clearer role indicators: melee, ranged, support? or which chess piece their movement resembles (rook, bishop, knight?). Otherwise it’s just blind picking.

  2. End Turn actually means “save energy and proceed to next round.” It needs clearer explanation to avoid being mistaken for a mandatory “finish your turn” button.

  3. Characters with remaining energy need UI indicators. The “restore 2 energy points per turn” mechanic also needs to be explained.

  4. During player turns, enemy movement and attack ranges should be clickable or hover-previewable. Memorizing every enemy pattern is unrealistic.

  5. Dice rolls may conflict with damage randomness logic. I rolled a 20 but only dealt 11 damage, it was confusing. Showing dice values doesn’t feel essential, removing them entirely might actually be clearer.

  6. [Bug] Life Steal tooltip shows “25” without the “%” symbol. Seems all percentage tooltips have display issues.

  7. [Bug] When already having three cards later in the game, choosing “New Card” costs money but doesn’t open the draw interface.

For a full game, I’d suggest expanding beyond this core loop some meta-progression: upgrades, or story elements would strengthen replayability. I’ve always considered grid-based tactics a niche genre, but the recent explosion of Mewgenics proves its vitality. I’m confident your game will make a strong impression too!

If you’re interested, you can try my game: https://gamefang.itch.io/tramp-become-president

(+1)

Thank you so much for your feedback! 
If you're interested in a free copy of the game on Steam, just join us on Discord and tag me.


As for your game, I really liked the idea and thought it was really funny!

Unfortunately, I was having some issues with it. The visuals were flickering all the time as things moved around in the desktop version. I did play the web version as well, and it was much better!

It really makes you want to become a professional beggar, haha.

Collecting coins and items wasn't very clear to me. Even when I caught them, they would bounce away, and I could never be sure whether I had actually collected them or not. It was much easier to collect things from the ground, but the coins seemed to disappear all the time.

I loved the NPC interactions and the visuals. Everything in the game looks amazing!


(^ things were like this in desktop)

If it helps, here's my desktop setup: I have two monitors with different refresh rates, 180hz and 60hz.


Thanks again for your support, and good luck with your game!

If you fix the desktop issue, let me know! I'll definitely want to try it again!

(+1)

Congrats on the launch! 🎉 Dungeon Chess sounds like an interesting concept. I’d be curious to see how the chess mechanics work with the dungeon setting. Good luck with the playtesting! 🎮

(+1)

Thank you!  

(+1)

Hi, I played your game. Here is a video recording of my playing: 

I like this kind of game. I love the tactical pusseles that evolves and it's cool that its kind of dnd and chess inpired. I had a bit of truble reeding the text in the beginning, but thing that's more an itch.io and htm5 problem and not nessesary your fault. I allso onderstand that you want to create different senarios with letting the player choose his units, but i think it might be better, at least for the first run to have a fixed set units that you know work well together.  Also, after a fiew waves of enemies it felt a bit like the same. I could just kill the enemeis in the same way, maybe add different maps or something to make the encounters seem more different. I would also like to she what the enemies can do when clicking on them. 


If you would like to play my game you can find it here: https://simenhs.itch.io/hexatown 

If you could record yourselfe playing as well that would be really helpfull

Thank you very much for the feedback and the video! It was super helpful! 

I've played your game too. It's such a nice and addictive game! Hopefully, my bad gameplay will help you too, haha.

(1 edit) (+1)

Great game overall. It has a lot of potential. Here is some feedback:

- A tutorial would be nice.

- Fonts are too small cant see my health.

- It seems you are not a native english speaker. You can use chatgpt to translate your game context-aware.

If you want to try my game: https://frostpunchinteractive.itch.io/crucible-of-acceptance

(+1)

Hi, thanks for the feedback!  

Played your game too, and here are some points:
- I've clicked two time in a row for accident and lost one dialogue ;-;

- The characters have some white dots around them, you probrably can fix this with photoshop

- It would be nice to have so sfx to be more immerse in the history, now we can only hear the music and the loop for some of them is not perfect

- The characters could wear different clother or don't hold their tools when they are not working, kinda of weird having a hammer on hand when waking up hahah

- Musics are really good for setting up the mood

- Story is interesting, but choises didn't seend to affect it too mutch.

Thanks again, and let me know if you ever update your game.

(+1)

Thanks for your review. Actually probably while you were writing this post I have released a new version and fixed following issues:

- The characters have some white dots around them, you probrably can fix this with photoshop

- Story is interesting, but choises didn't seend to affect it too mutch.

You can play again and see whats new!

(+1)

Hello!

We ended up playing your game, and made a YouTube video, so you can get an idea of the first time user experience:

We enjoyed the game overall! Here’s some extra feedback in case it helps:

  • The first selection we got was the same character 3 times. It happens in true randomness! But it would be much better if we were offered unique choices of characters.
  • Levels were fun, enemies were challenging! Nice to see different enemies have different behaviours and attack patterns!
  • It would be nice if every few levels there was a boss level (unless there is and we missed it?) or something extra challenging.
  • It would be more fun if we got more characters overall, I guess that would break the balance of the game, but it felt very difficult to get three of the same character to try out the fusion. Maybe the user can get more characters, but they can only place a certain limit of them on the map?
  • Sprites for the characters are AMAZING!

This is an alpha version isn’t it? Some of the stuff mentioned above might already be on the roadmap, but worth mentioning them just in case!

We had a good time overall, thank you for working on this game 😁

(+1)

Thank you! What a perfect video! 

(+1)

Really love seeing such a supportive and constructive interaction here! The game concept and art look super promising, and it's great to see how actively you're working with the community's feedback. Best of luck with the development!

Thank you! 

(1 edit) (+1)

Very well made for an alpha version! The visuals are great and I like the character variation.

Some points of feedback I've gathered:

  • I'd like to see the character info (name, set of moves, full image etc) automatically when it's that character's turn. It's nice to have that info when you click the character but I think it's more convenient to show it by default.
  • The way the game handles the roll results seems a little too forgiving. If I get a 20 it's full damage, if it's anything between 1 and 20 it's slightly less damage, and only if it's 1 there's no damage. Maybe set a threshold for each roll to execute the attack with success. Plus this threshold needs to take range into account, because it felt very easy to fire with the mage from long distance.
  • Bug(?) - The frog's pull ability works on allies too and not just enemies. I don't know if it's by design or not.
  • The cards you get at the beginning are random which is good, but it doesn't feel good to see the same character multiple times, especially if it's your first run. I think it's worth preventing that and making sure the player gets different characters.

Overall I really liked it, lots of potential.

If you want to check out my game, it's technically finished but I'm always happy to hear feedback: https://mr-pickles-12.itch.io/ironguard-inc

(+1)

Thank you for the support!   

We'll definitely improve those things, especially the dice mechanic.

I've also played your game, and it's really good and fun!

The only feedback I could give is to make the hit reactions more impactful, like a quick sprite animation showing the enemies reacting to the hit (even though they're robots), or maybe some small camera or enemy shake when we hit them.

I also noticed that if you hold the jump button, you can't jump again. I was trying to use the W key to look up, even though the mouse controls the player's direction. I ended up doing it by accident, and then I couldn't jump with the space bar because I was pressing both at the same time or still holding W when I landed.

But these are really small things, and even without them, the game looks and plays amazingly!

Thanks again!

Hello again! 

I've just uploaded a new version of the game with many fixes and new features.

So I'm asking you guys once again to test it and help us with any feedback.

I'll also be happy to play your games and provide feedback, and I can offer a Steam game key as well.

Thanks again!

Below are the update details and the game page:

Game: https://higherdreams.itch.io/dungeon-chess

Update full log: https://higherdreams.itch.io/dungeon-chess/devlog/1637863/big-update-dices-spell...