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Spheromancer: incremental RPG, looking for general impressions

A topic by Alex Kostin created 1 day ago Views: 91 Replies: 7
Viewing posts 1 to 5
(1 edit)

I've been developing my game for almost a year: it's an incremental clicker with RPG elements. You fight elemental Spheres, each with its own weaknesses, collect and evolve minions into a squad, learn skills and spells, craft gear, lock captured Spheres in your Prison for passive income and go on raids for loot.

I released a big update a few days ago and would love any feedback and a fresh look. The first round of player feedback at launch was really helpful!

Play (browser / Windows): https://lexiany13.itch.io/spheromancer

Some questions, going from first impressions deeper:

- Does the page look good? Does it make you want to try the game?
- The first minutes of the game: what hooks you and makes you want to keep going, and what's annoying or off-putting?
- Do you like how the game looks? What don't you like?
- What does it remind you of? Just by feel, any associations. Who do you think would enjoy it?
- And if you played for more than 10 minutes and didn't drop it, I'd love to know why :)

Feel free to share any feedback on any part of the page or the game. Thanks!

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First impression of screen: I'm just some dude who doesn't know this genre, but it felt like a lot of information at once. I imagine you are quite used to it, and so may not see how it feels to a first-time player. I'd encourage a simpler screenshot that's almost like App Store ones explaining the mechanics and what makes your game different, with that screenshotted UI being built towards over time. 

I actually dig the page, it feels like Geocities. But the game itself - very information dense and now it's animating. I'd clip down to the essentials and maybe add some Word Art. I'm being fully serious by the way. 

OK game itself is doing what I just typed above - so well done. Music slaps. Mysterious and important. The twitch overlay is fighting with your "x" button which may leave a lot of players confused. Not a problem with my platform by the way ;) 

The music reminds me of "My Little Box" from Ghost Ship, coupled with some Resident Evil (https://en.wikipedia.org/wiki/Resident_Evil_(2002_film)) style music. Maybe a little bleak at first but it builds beautifully. 

The only reason I'm not playing it more is because I have to keep working. But, overall well done. 

If you'd ever like to watch how other first-time players get through those first minutes, I make Betacade (betacade.com) and I'd be happy to set you up.

(+1)

For incremental RPG first-look: tip — hide secondary panels until the first fight ends. One clear click → damage → reward beat beats a full HUD on minute one; prune the store-page GIF to match that first screen.

Thanks for answer! Do you mean the very first GIF that a user sees on the game’s page? Yes, I think that’s a good idea.

(+1)

Hi! Just played it for a bit, nice work!

What I liked:

- The atmosphere and the art are really pleasant

- Running straight in the browser is great, no download, I could start right away

What could be better:

- When the game starts, I didn't know what to do. A small tutorial or a little help window on the first launch would really help new players get into it.

- When I want to buy something, I can't see how much money I have. Showing it near the shop (or next to the prices) would make the buying decisions much easier.

- To buy, I have to click a tiny icon. It would feel much nicer if the whole card was clickable.

- After buying an upgrade, I didn't realise it had increased my damage, or that I still had to keep clicking. I thought it would attack for me. A short message after the purchase (like "+2 damage per click") would make it clear what changed and what to do next.

Good luck with it, I'll keep an eye on the updates!

(+1)

Thanks a lot—these are really useful observations. 

Regarding the very first hint: do you mean the absolute beginning, where there’s just a small sphere on the screen? Are you suggesting some kind of prompt to indicate that the player should click on it? 

As for the purchasing process and the small button—are you referring to the minion card shop? That’s a genuinely good idea. 

Regarding upgrades: I’m not sure yet how to implement your suggestion, as there are quite a few different upgrades on the skill tree, each with a unique effect. The descriptions explain exactly what they unlock or improve, and there are actually very few upgrades that simply provide a flat damage bonus. Still, I’ll give it some thought! 

Thanks, bro!

(1 edit) (+1)

Yes in the absolute beginning when you open the game for the first time and/or when you restart a run.
Exactly, i refer to the minion card shop.

Keep up the good work !

(+1)

Hey, I played maybe 35 /45mins and I really enjoyed myself. Really like the art direction. It really landed for me. Especially the orbs. A little bit less so the minions, but I guess to each their own... 

I found the mechanics quite interesting but the progression a bit too slow... It feels like lots of concepts were introduced in the time span yet I was able to only really used just a few. For example I did absolutely no crafting. Didn't necessarily feel the need to... Also because I was a bit unsure as to what the resources were needed for and how much I'd be getting as I played, I didn't want to waste anything until I understood things a bit more. I swap weapons, only swapped added an extra minion, never swapped then... I was focusing on the skill tree and grinding mana to get more efficient with my clicking.

I've written up a few more of my thoughts about my experience below (was listing as Ii went so it serves a little bit as a step by step of what came to mind as I was coming to grips with the game):

1 - I struggled slightly to figure out where to click to free the first minion. 
2-Did quite realise what happened when I got the first (I assume) "victory card" and the access to storage chest, etc. I was clicking super quickly and might have missed something... Did I defeat the "orb thing"?
3-A shortcut to exit the menus and get back to the game would be great... It looks like  you built assigned Esc to do that, be careful because, on Itch it just kills fullscreen. (In my own game I had added backspace for fullscreen use, and ended up ticking the "start the game fullscreen" option in the game page because that mode let's Esc be used as it was intended...)
 4-In mute, the individual sliders for music and sound weren't clickable fyi. I had muted the game before realising that I might want to check a way to reduce music level only... And that's how I realised. 
5-I realised 15=ish minutes in that the orb moved so that you couldn't always leave the pointer at the same place and just bash clic. That's a great little feature.
6-Because the orb list appears with the second option all black, I didn't realise that there was an other orb ready to be played right away... I ended enp struggling a bit to beat the first orb on difficulty level 2 and felt a bit confused by the difficulty step  / lack of further explications... I only realised when I beat it and went on to beat the 2nd orb on first difficulty super easily. It was also frustrating because I didn't have any "green mass" to upgrade my minions and only realised that this was "the progression  path" you'd set for players after the facts. // Oops no.. Got confused. The green mass is not for minions upgrade... I'm unsure what is used for the minions and where it came from...
7 - The auto-clicker felt useless throughout my playthrough because the first 2 levels are too slow... I was clicking like a madman and was getting bored of it. Even holding the click on the orb felt like a chore (but that might be my experience playing other auto-clickers / idle games). Maybe there was a slight disconnect because how much I still expected to click after 45mins and how much I actually still was.

 Honestly, again, what lost me was the slow progression and the amount of clicking still required after I'd put a bit of grind into it, but I really liked the art work and concept and would be keen to come back to it... Maybe teasing a bit more of a storyline could have helped me push through the building annoyances.

Well done for your game, congrats really! And godspeed for the future / the launch / etc.