Skip to main content

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

Controls & Navigation: Did camera panning (MMB), zooming, and action cancelling (RMB) feel smooth and intuitive?

Yes! Without reading instructions I was able to figure out how to pan, zoom, and cancel actions. Certainly intuitive. 


Core Loop & Pacing: Is the loop of Town → Tile Placement → Combat → Extraction fun and satisfying to repeat?

This seems like one of the most fun parts for me in this game is figuring out how the dungeon is laid out, where I can go, and what I'll encounter. I like the fog of war aspect it really leans into the replay value.


Combat & Dice System: Did the AP economy and Hero/Monster shield dice rolls feel tactical and fair, or too swingy?

I think I fell off a bit here. I had to deduce what was happening. I realized I could tell each character was shaded when it's their turn. 

I think numerical images for HP along the character's tiles at the top would be more helpful than the health bar alone. 


Tile Expansion: Did placing new tiles as you explore create a fun sense of discovery?

by placing tiles do you mean choosing which part of the dungeon to open? Sometimes I couldn't tell if I just couldn't go through to that side or if there was some sort of bug impeding my ability to trigger the next tile.


Class Balance: Did each hero class feel distinct and useful?

I sort of used all the classes as the same thing, just an adventure fighter. I did see in another comment that the idea for the rogue was the ability to roll to reveal the trap or at least not be damaged but I felt quite a bit of confusion on how that was supposed to operate. One time I think it worked well but nothing changed on screen so I thought I just didn't roll high enough to reveal/disable it?  That process could be a bit more obvious or clearer in the roll itself. 


UI & Readability: Was it clear whose turn it was, what abilities cost, and what happened in the combat log?

ability costs never occurred to me. The combat log was easy to follow. There was no detail on what the faces of the die meant so that process could be a bit more clear as well. Maybe adding to the combat log what the rolls were and how they're currently going to affect your gameplay.


Bugs & Friction: Did you run into any targeting issues, pathfinding quirks, or softlocks?

No specific issues other than the little lack of information I felt I had that would've made the initial experience a bit more smooth. Once I got the hang of what was happening I found it really fun! I think this one could be a hit :) 

Thanks for the feedback!  I didn't even think of the roll allowing the rogue to dodge through traps better, that's a great idea.  Right now it just adds extra movement squares for 3 turns, I only used the roll animation as when I added it I didn't have any UI to convey that the action had been taken.

Thanks for the feedback on readability.  I knew this test was going to be poor for that, but it is also telling me what people do find intuitive and what they are missing information for.  Probably should have showed what the Die faces were in the description instead of just naming them.

You're so welcome! I especially enjoyed this one for some reason, even in it's infancy. I think with the attention span of popular platforms that having photo comparison in game vs text only description is one way to ensure understanding even for those who may be more impatient. I think of one friend in particular that will skip any and all cutscenes and informational text to get right into the gameplay regardless if he takes longer to understand mechanics and gets more frustrated haha. The quicker I might get his attention, for my own reference, the better off I'll be for the masses. If that makes any sense at all. 
The description was in fact helpful! I went back and forth and it helped me understand the mechanics at this stage. I have no fear that you'll be able to properly insert tutorials in your own flavor that align with the pace and theme of the game. :)