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Reworking progression in our roguelike deckbuilder (looking for feedback)

A topic by dubzn created 7 days ago Views: 62 Replies: 1
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(1 edit)

Image

Hey everyone,

We’ve been working on improving the progression system in our game Jokers of Neon (a roguelike deckbuilder inspired by poker hands), and I wanted to share what we just shipped and get feedback early.

The problem

New players were getting overwhelmed.

Too many mechanics, too many systems upfront.
It made the first runs confusing instead of engaging.

What we changed

We moved to a more roguelike-style progression system:

  • You unlock cards, items, and mechanics by playing
  • Each run contributes to your progression
  • The deeper you go, the more you unlock

Embedded learning

Before we have a traditional tutorial (99% skip it)

Now:

  • New mechanics are introduced as you unlock them
  • The game teaches you progressively through runs

What we’re trying to achieve

  • Make first runs more simple
  • Keep long-term depth and mastery
  • Encourage experimentation across runs

What I’d love feedback on

If you try it (or even just from reading this):

  • Is it clear what you’re unlocking and why?
  • Does it feel rewarding enough per run?
  • Any friction or confusion during early runs?

Try it out 

Screenshots

(+1)

Does 31 runs to fully unlock the game sound like too much? Each run should take around 15–25 mins