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(+1)

Ello! The core game mechanic is great, but at the moment, there does not seem to be much replayability because only a limited number of features have been introduced so far.

Here are a few ideas you could consider:

  • Allow players to jump over enemies.
  • Allow diagonal movement.
  • Allow players to switch places with enemies or other characters.
  • Add a teleportation ability.
  • Introduce obstacles onto the board.
  • Expand the grid size.
  • Let the player control two characters at the same time. This could feel like having two lives, but both characters would move in the same direction whenever the player makes a move.
  • Allow players to move from one edge of the board to the opposite edge. For example, if the player moves left from grid position 0,0, they could reappear on the far-right side of the grid.

Since players may want to keep playing to beat their previous high score, these abilities could be introduced through roguelite progression.

For example, the score earned during each run could act as a currency that players use to permanently unlock new abilities.

Another option would be to offer upgrades during a run. Whenever the player reaches a certain score threshold, such as 15 points, they could be presented with three random abilities and choose one. This would introduce more strategy and variety between runs unless you are intentionally designing the game without randomness.

At its current stage, the game is fun for a while, but it does not feel rewarding enough for me to return to whenever I have free time.

The modifiers are a good addition, but they currently feel more like a separate mini-game rather than something that strengthens the main gameplay concept.

My highest score is 87, though, so maybe I am just bad at the game. Hahaha. Luv the minimalistic UI. 

Thanks for this, it is the kind of comment I actually needed. I have been staring at the same 5x5 for months and I had stopped being able to see what was missing.

The modifiers reading as a separate mini game is what I am taking away from it. They sit next to the run instead of inside it, so nothing about them pulls you back in. Obstacles and swap are the two I want to try first, and the in run draft idea appeals to me a lot more than buying permanent unlocks with score.

Really what you gave me is a direction to take the thing, and that is the part I was missing. I care much more about the loop being fun enough that you come back to it than about piling on features, so this helps.

And 87 is genuinely good. I have hit the low 90s and I made the thing

Ello, I’m really glad my feedback helped give you a clearer direction. Honestly, the fact that you’re focusing on making the core loop fun instead of just piling on more features is a really good sign. I really hope this becomes one of those games you’re genuinely proud to have made. And I’d be happy to give more feedback in the future, as long as you don’t mind me being a little too opinionated sometimes, Hahaha!

Also, please give my game a review when you get the chance. I’d really appreciate it. Thanks!

Already played it actually, left a comment on the page before I saw this. Got to rank E and I will be going back to it.

And be as opinionated as you want, that is the useful kind. A nice vague comment would not have changed anything about my game. Happy to keep swapping feedback.