Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thanks for the long feedback!

To answer your question: I aim to create something like a roguelite game where regular runs reset character progression but allow the player to collect some kind of special currency that will be used for creation of their own map. That map should act as a sandbox where player brings NPCs to have fun with. The idea on how to actually achieve that is still forming so I can't say much more than that.

As you said, this is in early development. Things are only partly implemented because of that. I'm currently working on clearing a lot of mess and creating a gameplay loop where quests will be driving it. The repetitiveness is something that will take time to flesh out. I certainly want to do it but it looks like it will take time before I come up with a nice relationship between randomness, determinism and objectives.

Systems in the game still change a lot so I think that having a misleading tutorial would hurt more than it would help right now. I'm using the excuse of game still being a prototype for this point.

UI is very messy and that is one of the things that I'm cleaning up due to it being poorly stylized. Next update might cover some of your concerns about it but I won't promise anything yet because I'm focused on standardizing UI for now. Tooltips (and anything that requires mouseover) will be removed from the game because they don't work on touchscreen and I want to make a port to android in the future. That would mean that either UI/UX needs to be good enough for players to infer what a mechanic does or the guide needs an explanation for it.

Thx for the the reply :) 
I only give a long feedback when I feel like there is potential for a great game. And waiting to make a tutorial until the the system is more concrete is very wise. I did figure the game out eventually.

Giving that you are going for roguelite style, I guess that is why the stats-boosting potions say "...for this run". At first I was a little confused by the phrasing since when you close the game/go to mainmenu, you are back to square one, but that is because you are planing on letting some things achieved during a run to carry over to the next one?
Anyway, good luck to you going forward, I'm excited to see what this game could turn into!

(+1)

I probably add "save" functionality for current run in case the player is in hub. I don't intend to add "game over" state though. Things that will persist are the already mentioned sandbox map with currency for it, some kind of achievement system and anything else that I think makes sense. These things are similar to tutorial when it comes to implementing it now: it will cost me too much time and effort to maintain them while I'm still creating an actual gameplay loop. So the best thing in my opinion is to ask for patience while I'm searching for ideas that I want to lock in.