Skip to main content

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

I remember you from the Brackey's storm game jam! We traded feedback! Another great game you've delivered here! I played for more than an hour (completing the first 200 in about 40 minutes), and truthfully I didn't even want to turn it off. It's that good. I've played at least a hundred hours of clicker heroes in my life, and this game feels like a solid reimagining of it. I was getting so flooded with number go up dopamine that my game design brain turned off at some point.

I do have some feedback from before the brain turned off, now I'll get to writing that out, and see if that turns it back on. So: I felt a little overwhelmed at first with all the panels and options on the screen when I first started the game. Totally fine for a jam version, but I'd advise unlocking or "unfolding" those panels a little more when you go for a full version. 

The tiny quest system really helped me find my bearings, and did a good job of setting tiny goals for me. I think in games like this and Clicker Heroes, they're so hard to turn off because every time you set a tiny goal, and get a boost in power, or scale a wall, it feels nice, and you immediately get railroaded into another tiny goal. I think that's part of the key design to keep in mind. It's fun to have or get a goal, complete it, and get rewarded.

I really liked the movement speed system as a sort more dynamic system than what Clicker Heroes has for monster reduction per zone. I think it's a really solid idea. And the strategies around it work well. In terms of balance, I suspect strategy-wise, as soon as you can kill the first dungeon boss consistently (i don't remember if that's what you call it), it probably becomes best to die fast and rush distance, and scale that way. The level 1 boss gives so much SP! 

One thing I didn't like was that I had no frame of reference for how strong the second boss was. I think maybe you can add a string with like recommended distance, or maybe something like "Strength compared to you: weak/impossible/whatever", to give the player an idea before they click. I never managed to defeat him.

This is getting a bit long, but there are two more things I want to talk about! 

The first is the SP system, I didn't like that both passives and abilities draw from SP, but are in different sections of the game. I'm not sure how you would want to solve that. But I want to be able to use my monkey brain. These are my options in the screen, this seems best, click. But in the current system, I would be disregarding either passives or abilities, depending on what menu I have open. I don't like that I have to close one menu, open another, remember the first menu, then evaluate, then click.

Lastly, and this is a personal preference, the thing I like most about idle games (and clicker heroes) are unfolding systems. Unlocking new layers to progress in, that helps me progress through the game, maybe on some new axis. A new resource to be gathered, heck it could even be a second mini game, whose results boost the main game. Ascensions and transcendence in Clicker Heroes are I guess examples of that, with souls being a new currency, and then another new currency for transcendence. I think your game could really use some more systems like that for a full game version. Unfolding and exploring a new mechanic makes the game feel really fresh. I like the boss-gives dark matter thing! That's a good example of what I mean. 

Oh and the final thing. I misunderstood the button above the attributes. I didn't realise it was a button at first. I thought it was a thing that turned on because I hit 100 STR, and didn't realise I still needed to upgrade it.

Anyway, loved it! Wishing you well !

Hey Chezuss!

I remember your game from Brackeys too, it was great fun! And I also see you made a game about trains, which was in one of my ideas for the loop theme too - that is awesome and I can't wait to give it a go!

Woah I really love your feedback, and also grateful you took the time to dive into your thought process, it is massively appreciated!

Agree with all the panels on screen at the start of the game.

Good point on the tiny quest system, it was a last minute add and I will enhance it further in the full version!

Also yeah I wanted to get more input on the organization of passives and active abilities and am glad you pointed out your playstyle and how the game can cause some pain points with it!

Glad you liked the dark matter system. I planned to add Fishing but had no time, and other mechanics that give currencies. :) So thanks for that! I will also be adding an Equipment System with a new currency called 'Essence'. Equipment will boost your attributes, but also various stats like Drop Rate and Damage Reduction%.

And also thanks for telling me about the enhance button (above attributes). I added VFX to show that it is clickable, but it seems it wasn't clear still, so I will add a different animation.

This feedback is gold and once again, really big thanks for such a deep dive and detailed thoughtful feedback! I will update the game to address all of these post-jam!~