Hi Tenkarider,
Thank you so much for sharing the web demo of The Rogue of Nexus! I had a lot of fun exploring the game and wanted to share some feedback and observations from a QA perspective.
Gameplay & Mechanics Observations
- Directing the fighter at enemies was fun, and the physics of spikes and monsters felt smooth and engaging.
- Green star effects for pickups are bright and satisfying, and notifications/alerts help prevent the player from feeling isolated.
- The compass is a nice touch! However, I wasn’t entirely sure if it’s meant for directional guidance or for briefly accelerating (“dash”). A dungeon map might be useful for players to track rooms and progress in longer sequences.
- Resting mechanics work well, but moving the “Rest” button to the top-right (yellow ribbon frame) could make it more obvious.
- Jumping during combat could add more interactivity and fun.
- Tutorial city guides are very well-written.
UI/UX & Clarity
- Coins and shields were sometimes unclear; it took a while to find the shield needed to open the wall in the main map. This may be intentional, but could feel overwhelming for new players.
- Purple boxes in the dungeon appear decorative; breaking them had no effect.
- Some pink squares looked different — are they interactive or do they contain rewards?
- Flower tiles inside the second dungeon are beautiful, but their purpose is unclear.
QA Bug / Game Behavior Notes
- Dungeon #2 red ball enemy NPC (Reference Screenshot #5 below): Always runs off-screen to the right, creating a loop where I couldn’t engage or exit combat; I had to wait for the screen to reset.
- Second interaction with Dungeon #2 red ball enemy NPC (SS#5): Physics and mirroring made it impossible to collide and engage in a third fight.
- Third interaction with Dungeon #2 red ball enemy NPC(SS#5): Attacked me first, then ran off-screen again during battle, leaving me locked in a loop.
- Compass button inside the dungeon grants super speed instead of navigation — could confuse new players. (SS#3)
- Main map vs dungeon orientation (West → East) felt inconsistent when exiting tunnels. (Reference: Screenshot #1 below)
Miscellaneous Observations / Suggestions
- Black artifacts on the main island — are they trash, monsters, or related to The Hand? (Reference: Screenshot #1 below)
- XP system: no visible increase noticed when attacking/defeating monsters; XP+ effects could make progression clearer. (Reference: Screenshot #2 below)
- Multiple-floor navigation via stairwells (“Go Upstairs,” “Go Downstairs”) could add fun exploration. (Reference Screenshot #3 below)
- Red/silver key placement is good; encourages intentional backtracking.
- +HP recharge elements in dungeons are a nice quality-of-life touch.
Overall Thoughts:
I really enjoyed the game — it’s interesting, fun, and has a lot of depth. I hope these QA observations and suggestions are helpful for future updates. I’d be happy to extend free, collaborative QA bug testing and analysis for a couple of weeks if you’re interested in testing the web version together.
Final note / question: I never got attacked or “pulled in” by the "Dark Hand."
What does that look like, and where does it take the player?
Note: The web demo may take a little time to load and can appear stuck around 95%. Be patient — it will eventually start!
Thanks again for sharing your game!
— William







this is the "enter city" icon, and clicking it will open the city UI;
those instead are dark stains, they appear and enlarge when you pass through a tile in worldmap, if you pass through the same tile more that x times, after y time has passed... something will happen;