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(4 edits) (+1)

Hi, I completed a full run using a lineup of 2 tanks and 2 healers. I really enjoyed the initial feel of the progression and build crafting. The game is quite polished in terms of mechanical synergy and visual presentation. I think some additional casual content or more diverse builds would be something to look forward to.(More specifically, the game doesn't feel quite "alive" or "deep" enough. If you'd prefer not to pour a huge amount of effort into polishing the gameplay, you could consider creating some buzz through genre blending and some "clever narrative tricks" or similar approaches. Of course, the game is still great on its own. It's just that if the goal is to stand out and generate significant revenue—I think this is the direction worth considering.)

I'd love for your feedback on my game

https://nknknk3.itch.io/tiny-rogue-dungeon-prototype

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I tried the same strategy again and won once more. I think this is largely thanks to the healing being quite strong, while enemies that focus on poison or targeting the backline are somewhat underpowered. The game also tends to settle into a smooth but fairly static rhythm rather quickly.

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Hi. Thanks for trying out my game and your valuable feedback :D 

With "alive and deep" do you mean that the game lacks of story or an objective to make the player care to beat the game?

I tried out your prototype and what I enjoyed the most was trying out the leveled up abilities and seeing how different they were to their weaker one. At first I didnt understand that I was supposed to go towards one direction and avoid staying down for too long, but after seeing the bottom row dissapear for 2-3 times i quickly understood what the goal of the game was.

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I think getting players through a full run shouldn't be an issue, but the game currently lacks some long-term motivation—since enemy variety, build diversity, other gameplay elements, and map art are still fairly limited at this stage. I think a decent reference might be the trailer for Echo Generation—it showcases a range of different themes and monster designs.

Thank you for the feedback on the game. It's still quite rough and unpolished at the moment. I did originally plan to add more tutorials, cards, and enemies, but in the short term, I just wanted to make it look presentable enough so I could show it to others as a rough demonstration.