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(1 edit) (+1)

Hello! Dev from Emblems here (Tonic). Sorry for the delay on this feedback... Unfortunately, I know nothing about streaming, so there's no video to go along with this! But I played Worldseekers a few days ago and had fun with it 🙂 The music is really great, and infinitely listenable, which I think is important for a looping game like this. The animations are also nice and smooth, when clicking on things and moving from one screen to another! I really like the idea of a GPS-based deckbuilder, so I'm happy to see this kind of experiment being developed.

I don't play card roguelikes so I don't know if this is normal, but I also really liked the system of the "weapon" in the battles! How it has a different strength/limitations based on when you use it, and that it refreshes your deck when you do (whether your hand is empty or not). Maybe you have this later on, but I think it could be neat to include different styles of weapons that work differently that the player could choose to switch to! Or like a "fire" version of the same sword but it's red, and does elemental damage or something.

Overall, I think other commenters below have given most of the criticism I have toward the game; namely, that it's a bit difficult to understand all the systems we're working with, and how they interact! Not only in battle, but in the menus and world screens as well. Things like Treasure nodes and Faction points were never explained to my knowledge, and I wondered whether/how the colors of the map node outlines indicated what difficulty they were, and such.

But the art is a bigger weakness, in my opinion. Aside from the inconsistency in styles (some images are realistic and some are cartoonish), the changing "expressions" for human characters like Auntie were extremely jarring in that their whole entire faces changed in strange ways. I do really like the concept for your game, so I hate that the art is giving it a worse impression that it deserves! If there's not an artist on your team/you're unable to bring one on, I'd recommend looking into some asset packs on https://cubebrush.co/ ! There's a ton of great stuff there, and it would really reflect the passion in your ideas much better if the art was more cohesive ⚔️

A few other quality of life things I noticed!

-the enemy timer circle covers up the sprites of taller enemies (like the ghost-knight in the Cracked Earth biome)

-there are no resolutions listed in the Settings drop-down + debug screen is still present?

-I was unable to find the exit button once in the Settings menu

-there's also no "exit game" button anywhere that I could find?

-the "victory" emblem image is fairly blurry

-many of the map texts have a faint, black square around them (we've had this happen to us, and usually it's related to "glow" settings on the font, if that helps!)

-on dialogue screens, is there a way to show all the choices at once, without needing to scroll down?

-the italics made the prose a bit difficult to read

-many of the card descriptions have text that exceeds the available space, and gets cut off without a scroll bar to see the rest

-the gear select screen at the end of battles doesn't reset to the leftmost option every time, so you have to drag it over to see all the options

All in all though, I think it's a really fun idea! I'd love to see the systems clarified a bit more, and the art sorted out! I will be keeping an eye on this project!! 😎

(+1)

This is fantastic feedback and good catch on some of the unity stuff that we struggled to pick out -- will definitely take and extra look at those visual pieces and make updates! And yeah - I think I'll be starting my "fix it quest" pretty soon here! Thanks again for taking a look and the great insights!!