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Looking for feedback – Are they good?

A topic by nknknk3 created 6 days ago Views: 249 Replies: 13
Viewing posts 1 to 4
(5 edits)

Hey everyone! 👋

I’ve been heads-down prototyping for the past few days, and I’ve ended up with three very different playable concepts. Right now, they’re all at that fragile "proof-of-concept" stage – rough around the edges, but each with a core mechanic that I think has legs.

I’m looking for honest, critical feedback from fellow itch developers and players. The systems' stat progression and certain parameter tunings are still very rough – I need real playtest feedback to refine these numbers and smooth out the difficulty curve. Or I'd equally be happy if you just leave a word of encouragement or a quick impression – that alone would give me a huge boost of motivation.

As for Vector Rift – I'll be honest, this one is the roughest of the bunch. It came from a really exciting initial idea, but the strategy layer and learning curve still need a lot of smoothing out. Even I sometimes lose track of my own cross-turn plans when I revisit it, and the AI opponent doesn't yet think multiple steps ahead – that's on me for not implementing proper pruning logic. So if you're short on time, I completely understand skipping this one.

(translate with AI)

tiny rogue dungeon (prototype) by nknknk3

nightbloom survivor by nknknk3


Just giving this a little bump—still very open to any feedback, big or small. Thanks for looking!

(+1)

General thoughts

I really like the art direction. It immediately gave me a sort of Diablo meets Loop Hero feeling, and the overall presentation made me want to understand what was going on.

What I liked

  • The visual style is easily the standout for me. It has a strong identity and feels polished for a prototype.
  • The grid, abilities, enemies, and surrounding UI make the game look like there could be a good amount of tactical depth here.
  • The core presentation was interesting enough that I wanted to experiment and figure it out.

What I would change

  • Even for a prototype, I think some kind of short tutorial or additional guidance would help a lot. I could see the available actions, but I was not immediately confident about how all of the systems fit together or what I should be prioritizing.
  • I would keep the guidance lightweight rather than overexplaining. Just enough to get a new player into the loop and then let them learn naturally.
  • I would also recommend linking directly to the game/prototype you want feedback on instead of your profile page. Removing that extra step makes it much easier for people to jump straight in and test the right thing.

Overall, I think the presentation is already doing a lot of work for you. The main thing I would focus on is making the first few minutes easier to understand so players can get into the actual strategy without having to first figure out how the game works.

Please consider giving my game a try, it’s browser based with a tight 2-3 minute game loop: https://barelyplayable.itch.io/blade-baes-brawl

Feedback form submissions preferred: https://forms.gle/fsJrAZDhJtP1CFXX8

Let me know if you’d like an invite to try the invite-only full alpha build :)

(+1)

Thank you. I actually saw your comments in other posts earlier and tried that game, but it has quite a lot of mechanics and instructions. I'll set aside some time tomorrow to go through it again and properly understand it.

That’s very deceptive of you and I don’t appreciate that.

image.png

their review is ai, if you want i'll review your game though..


😂 dang fr?

(1 edit)

That’s very deceptive of you and I don’t appreciate that.

Screenshot of our recent interaction below:

image.png

bro, read the replies how do you think that defends you?!

Really weird that you’re still attacking me while asking for my feedback.

Good luck on your projects.

I was asking if you could prove that you actually played it, by showing me the bug, and instead you vanished.

(+1)

The art style is very strong here, did you hand draw the layout? Its very reminiscent of some older PC adventure games. Each sprite is meticulously drawn in a minimalist style, giving it a mix of dark fantasy with a slightly cute aesthetic (especially on the mage on the left). The game's inherent cycle is rather intuitive, the player isn't given too many options from the start. 


There's a typo in the English version right here, "standard" should be "discard"

Feedback on some things is a little unclear. I think I leveled up at one point? I didn't see anything change from it.  Spells show all the areas they can be fired at, this is helpful, but I wasn't always clear what the damage area of a spell would be. Although I think showing a damage field for the spell's after effect would be helpful. Here's a picture:

 

the red drawn in represents a visual effect that would be helpful to communicate the area of the attack

It'd also be cool if we saw how much damage targets were taking something like:

 

the backdrops you've drawn here are jaw dropping, very intricate I'm almost kinda sad you don't put some of the best upfront, what we saw early on is good, but...

I mean, for anyone else seeing this, just look at how gorgeous this is:

Did an elite run, then it seems the game loops after that

Overall, solid setup, decently fun and intuitive combat loop, that could use more clear feedback, but has a gorgeous backdrop. 

I really appreciate you taking the time to give such detailed feedback—I'll be working on improving these areas going forward. In the current version, leveling up doesn't actually do anything yet, because after some back-and-forth I decided to start by offering only a fixed number of upgrade options after each battle. As for the art, most of it was generated using GPT Image 2, though I did help with interface planning, style references, and quality evaluation along the way.

(+1)

please disclose that in advance on the front page

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