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I'll be really harsh (even more than i usually am) so feel free to skip my post. Also this was the first incremental i ever played, so my feedback could be full of shit.

I played till you unlock the healer; health potion is the last thing i unlocked.

Random stuff i noted

- i really want options to kill the volume, since it's only on browser my only solution is to mute the tab

- you can pick up coins after you died, while in the gameover screen

- coins/gems have a low chance to roll outside the screen; dunno if this is something to keep you engaged, or if it's somethingoutside your design. I personally like it because it keeps you engaged and it could lead to a later 'magnet' powerup for it.


Overall thoughts

i'll be very negative and harsh since i've been leaving you feedback since platform gun days. Imo you need to take this bitter pill: art is important. 

You know this on some level because healed sold "well". I feel you, i'm not an artist myself, but art is what will make a random player sit on a chair and try your game.

Even if your design is great, this art is a full debuff that turns away people. and since you already made a steampage + trailer i know this level of polish could be almost final.

So we are talking: enemies without anims; one tile per dungeon biome (for what i see from your screens); not even torches are animated. 

beyond that, heralds has not even a style.  Surface had that b/w of classic rogues going for it. what heralds have? it seems all placeholder stuff; even the title is just something typed.

I don't play incrementals, but i know there are lots of them out there, even one that uses the skin of "heroes goin into a dungeon". So this is not an out-there idea, a super new experimental thing that needs to be tested. Incremental is a genre that exists and it has a playerbase.

You talk about novelty in your videos. What's the novelty of this game? if i didn't know this game was from you, i would never click a steampage with this art.

Of course i'm talking from a pile of shit. you have three relases (one mildly successful), i still have to reach my first release. So as said in the beginning, be free to not consider my words at all.

Overall imo your game design is very good. i like to play your games. but when you don't care about "appeal" of your art, you really hurt yourself and your "product".

>in b4 this game sells a million copies in one weekend.

(+1)

Totally fair criticism. It's hard to know what is placeholder and what isn't so I'd rather you just treat it like a released product. Also who really cares about credentials for feedback. I'm making my game for gamers, not game developers.

I think i'm on track to solve a lot of what you have brought up so hopefully next demo day will be better. (I got an artist who has a lot of work to do).

On the novelty part, I'm hoping to showcase a little more of that in future projects. Sometimes you need to just stick with your less than original idea from January. It seems hypercritical at the moment but I do intend to innovate on the genre over the next 2 years. Will see how it goes, I've already had to scrap one of my 'novel' ideas after a week of development.

GL dude, u have a great attitude.