Skip to main content

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

Hi Tenkarider,

Thank you so much for your thoughtful reply! Here’s a follow-up from my QA testing perspective:

  • Game version: I chose the shorter version demo. Not sure exactly which that corresponds to.
  • Artifacts: Are you referring to things picked up off the ground like the shield, purple flower token, or coins, or are they labeled/announced as artifacts during gameplay? I didn’t explicitly track them in my initial testing.
  • Demo progress: I didn’t reach the end; I focused on exploration, testing physics, obstacles, monster interactions, and general cause/effect mechanics. I didn’t encounter major bugs in my brief session.
  • Compass Shield: It’s creative! Some players may not read tutorials thoroughly, so interactive hints, sparkles, or popups could help guide them. Maybe clickable actions or arrows could clarify multifunction usage.
  • Map/minimap clarity: An expandable option (35% larger) with an X exit box to preview the map might be useful.
  • Currency UI: Coins were clear when collected, though I didn’t play long enough to fully explore their use.
  • Destructible obstacles & flowers: I didn’t realize obstacles could be destroyed—maybe an on-the-go hint could showcase this. Flower tiles are a neat touch for slowing movement; I’ll test again.
  • Potion enemies: They often ran off-screen; a UI cue for exiting or avoiding battles could improve flow. Does the Compass Shield allow exiting battles?
  • Map orientation: From main map to dungeon, West → East navigation can feel inconsistent with multiple floors; maybe visual cues could help players orient themselves. This may just be the styling design of your main world map/level, vs. the differences of how the tunnels or dungeons are designed directionally. 
  • Black artifacts: Triangular/stationary items—are these stains of darkness? I noticed them persisting across multiple cycles. (See Screenshot #1)
  • XP & combat: I enjoy monster combat (it's exciting and very visual!); some semi-equal XP distribution for fighting monsters could make it more rewarding. Does defeating monsters currently trigger XP or level-ups?
  • Keys & rewards: Red key observations may need to be replicated; I’ll capture screenshots if needed.

Overall impressions:

I really enjoyed the demo—your mechanics, multiple monsters, and interactive elements are fun and engaging.

Ongoing QA testing offer:

I’d be happy to continue deeper QA testing and provide analysis for free as you release updates.

I look forward to exploring future updates and, of course, meeting The Hand!

—William

(+1)

Thanks again!

- Ok, it should be Adventure mode;

- Artifacts can be found only by opening treasure chests, and are announced with a huge box UI entitled "Artifact Found!"; any other thing you can find in the ground of a dungeon are consumables (potion, bomb, time rune, key) and currency (4 colour type coins, gems and dark matter);

- Yeah, i noticed that people is not paying much attention to the compass in worldmap so i'm currently boosting a lot the UI in order to make sure a player will be bound to notice it.

- I see, i'll consider a button to enlarge/shrink the dungeon minimap, thanks!

- Ok, coins can be used to shop consumables in cities, or they can be used in the inventory to upgrade your weapons;

- I think i got what it happened here... there's a flaw in the resolution of WegGL version that won't show up the boundaries of a battle screen, that means that you won't see the UI that shows you/the enemies can escape from battle when crossing that red line:

In the downloaded version it can be seen, maybe even the current web version, at full screen should be able to show that line on the screen;

- Ok, the spinning needle in worldmap only refers to worldmap position, there's no connection to your position, while inside a dungeon;

- So, about the "black artifacts", in the screenshot i noticed only those 2 things:

  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;

If you're talking about anything else, related to that screenshot, then i have no idea what you're talking about @_@;

- Yes they give exp and coins and potentially they can make you level up, though it's quite unprobable... for example in a lv1 dungeon, enemies give 2 XP; the dungeon boss gives 20 XP; the treasure chest gives 200 (or 250, i don't remember) XP, this is what i mean when i say it heavily depends on treasures gaining XP. To level up from lv 1 to level 2 you need 300 XP. In Adventure mode the XP gain is 3x and artifact chests is 6x;


I'm definitely glad if you provide further QA in future! While you say it's free, you still call it offer... why? I mean, i don't think it exists any developer who would reject a free offer of testing, especially when it's quite detailed, unless i'm missing any implication.

The way you write your feedback seems professional and seems to follow a sort of template... could it be you're practicing to become an actual professional QA tester? 

(+1)

Hi, Tenkraider! 🙂

Thank you for the new screenshots and references — they really helped clarify and connect the dots on several points.

You were right about the dark stains — those are exactly the objects I was referring to.

I’ve only tested your web build so far (I’ll request a Mac-friendly download or check your profile for one if available), and I noticed the red potion-ball enemy sometimes runs off to the right, out of the visible area, leaving the player stuck in-frame. I’ll double-check, but if I recall correctly, the player can’t chase the enemy off-screen due to fixed left/right boundaries — or the enemy may simply disappear. That’s why the interaction can feel “stuck” in that moment.

Thanks again for clarifying the artifact and minimap systems — that helped a lot.

And yes, you’re right — I’m currently practicing QA professionally and building a cross-engine QA demo portfolio. There’s nothing expected in return; I treat these sessions as a shared learning and collaboration experience with developers.

I really enjoyed testing Rogue of Nexus and would be glad to re-test after your next update or continue testing with more screenshots and reports, whichever works best for you. I appreciate how open you are to feedback — it genuinely helps testers like me learn and improve.

My QA portfolio and cross-engine demo projects are linked on my Itch profile if you’d like to check them out. With your permission, I can also record private gameplay testing sessions with screenshots and annotations to help pinpoint findings and improve clarity for future builds.

(+1)

You're welcome!

Aww, too bad for the Mac... in the page of the game you can find the downloads, but at the moment there's no plan for Mac versions...

Ok, about battles against potions, this is what happens: the length of the battle screens of potions is very long (more than 10 times longer than average, or something), the potion keeps running away in that direction, until it will eventually reach the right edge and will successfully escape. That gives you enough room to chasing them, assuming your speed is enough to even attempt (without boosts it's impossible for minion potions). If the potion gets out of your sight, it's still in battle, it dindn't run away yet (it will be pretty clear when that happens)... anyway probably that will mean that you have no chance to reaching them, so it's more convenient to retreat.

Aha, i see! I'm glad i can be part of your practicing, i'll take a look to your profile

As soon as i have a web version update i'll let you know! A video recording would be gold: watching a player, a developer can grasp details about their behavior that cannot be turned into words, and actually several information that the player wouldn't even be aware about as well

(+1)

I'd like that a lot, and look forward to collaborating together. The Rogue of Nexus is a cool game and well built :)