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(1 edit) (+1)

Hi! Thanks for the opportunity to test the game.

I really like the core concept — combining typing mechanics with roguelike upgrades feels unique and satisfying. Triggering abilities through typing creates a great rhythm and gives the gameplay its own identity.

After reaching around Level 5, the gameplay started to feel repetitive. Because each run resets to Level 1 and enemy behavior remains similar, it became difficult to stay engaged beyond about 30 minutes. More variety and progression depth could help maintain long-term interest.

I also noticed that during later stages the screen can feel visually busy. With multiple elements on screen, it can become harder to quickly read targets and type accurately, especially as speed increases.

I understand the game is intended to be challenging and to reward fast typists. However, offering ways for slower typists to remain competitive could broaden the appeal and make the experience more accessible.

Possible improvements:

• Use early levels to gradually teach mechanics and ability usage.
• Introduce new enemy behaviors or patterns as stages progress.
• Reduce visual clutter or improve readability in later stages.
• Consider accessibility options (difficulty scaling, assist modes, or pacing adjustments).
• Add roguelike progression elements (permanent unlocks, milestones, run-based bonuses).
• Expand command variety or combo mechanics to keep typing engaging.

From a player perspective, deeper progression and improved readability would increase long-term engagement and perceived value.

The core idea is strong and distinctive, and with additional variety and accessibility options, it could appeal to a wider range of players.

Happy to provide more feedback if helpful!

(+1)

Thank you very much for this detailed feedback. 

First I want to share current state of the game and my opinions about this game.

I make this game to join steam typing fest. I know that there are not many games in that genre (since there are no big audience), so I thought it would be a good idea to make one and join the festival and gain some wishlist and visibility. But the results for the typing fest didnt match with my expectations. It makes me feel bad and I just coulndt make any progress for a little time about finishing the game. So having some good feedback makes me feel good. I will finish it very soon actually. The game is almost done.  I just need to make more levels and test out some new upgrades.

I don't think I'll be able to generate much revenue from this project, so my priority is completing it quickly. I also think the leaderboard will be the main competitive element of the game, so I'm envisioning the system as a single progression with endless levels. For that reason, I'm not really keen on adding meta progression right now, but if I get more feedback on it I'd of course consider adding it.

Now I'd like to respond to your feedback points:

I think the game starts out quite difficult (someone else also mentioned they struggled), so I might lower the difficulty of the first few levels.

The info about enemies is actually shown before the level where that enemy type first appears, and pressing any key dismisses it and the game continues immediately,  maybe I can make that clearer, or I could make it so only pressing Space skips it.

I'm generally happy with the visual theme, though I can't say it turned out exactly how I wanted. To prevent enemy names from getting mixed up, I used variables like speed and three separate paths, but if that issue keeps being annoyingly persistent I can build a more detailed system.

If I add difficulty scaling, the leaderboard system could become less useful, so I'm not really keen on that. Instead, there could be a level system that starts easier and gradually gets harder.

As I mentioned above, I'm not  interested in meta progression (for now).

New enemy types, attack types, and different abilities will be available in the full release.  Also There are some improvements I think will be really fun.

Thanks again for the detailed feedback. You can find the latest version of the game on Steam. The web version was giving errors when I updated it due to a problem I couldn't fully figure out, so the Steam version will always be the most up to date.