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(3 edits)

Hi, I played your game. I'll say right away that I didn't get very far — I barely managed to kill the first few heroes, and that was it. But I noticed several obvious problems with the game, and I decided to point them out and also suggest how I would approach fixing them.

The icon shows an interesting 3D dungeon viewed from above, and as soon as I saw it, I immediately thought of Dungeon Keeper.

When you enter the game, it doesn't really start right away. Instead, there is some kind of preparation phase, and it's quite long — you have to go through the tutorial, name your dungeon, and then build some things as well.

Only after all of that does the actual game apparently begin, with some adventurers entering my dungeon.

And this is where I see a huge problem: there is a very strong mismatch between the player's expectations and the actual game, as well as a very long setup before the game itself starts.

From the outside, it really looks like a Dungeon Keeper-inspired game, even if the art is AI-generated. And only after about five minutes do you realize: no, this is actually some kind of schematic dungeon-management game.

That's a huge problem, and I think it could be addressed in the following ways:

  1. Add screenshots or GIFs to the game page.
  2. Use a preview image with slightly different content — don't focus on the 3d top down dungeon and rooms, but on something else. Since your art is AI-generated, you could, for example, use an image of one of the monsters. Of course, the final thumbnail might be less eye-catching, but it also wouldn't create any particular expectations about the game.

And incorrect expectations are a huge source of negativity and bad reviews. Players should immediately be able to see what the game is actually about. That's very important.

Now, let's go through the game itself:

Visually, the game is generally consistent in style — typical AI-generated art — but there are still some places where this consistency is broken. For example, the UI for the heroes, where their health and mana are displayed, is just a single flat color.

There is also this effect with red squares around the sides of the screen, which looks very bad, And also the buttons looks strange when you hover over them.

It doesn't look very good. I think you should have some kind of more dimensional 3D health bars and buttons, like in something such as Diablo.

Another thing I noticed is that the text is very difficult to read, especially the smaller and colored text.

You don't necessarily need to change the font, but at the very least, adding a black outline around the text would already improve things significantly. Right now, some of it is simply hard to see and understand.

From a gameplay perspective, I actually really like the idea.

It's genuinely quite cool. (Although I was initially disappointed because I was expecting something more like Dungeon Keeper.)

But to be honest, considering how unpolished the game currently is, it's difficult to play, and I didn't get very far at all. There are no portraits for the heroes, no sounds during combat, and, again, the text is difficult to read.

So I would say this: if you're focusing on the depth of the gameplay, I would put that on the back burner for now. First, I think you need to add more polish and improve the overall usability of the game — make the buttons look and work properly, make the text readable, and add portraits for the heroes.

Since you're already using AI-generated art, adding 20 portraits of different heroes shouldn't be particularly difficult, and I think players would appreciate it.

I would also say that having huge amounts of text isn't necessarily the best solution for a game.

I understand that the game is intentionally quite schematic, but still. For example, in the menu where you choose which party of heroes will enter your dungeon, there is immediately so much text thrown at you. Reading all of it is not just tiring — the moment I saw it, I didn't even want to read it anymore. I basically just randomly picked a party without looking.

So, that's about it. My rating would be 2 / 5.

I think graphics, sound, and overall clarity are very important.

If the game were more polished, with sound and character portraits, so that there was really nothing to complain about visually, I’m sure it could easily be a 4/5. The core idea is actually pretty good, even if it’s not for everyone.

I’ll also add that the fact that the game doesn’t need to be downloaded and runs directly in the browser is actually great. That’s definitely a plus.

I understand that this feedback might have been a bit harsh, but I believe a developer should know what players don't like about their game.

By the way, I also published my own game, DreamCore House, and I would really appreciate it if you could take a look at it and give me similar feedback, pointing out the things you didn't like.

(+1)

Ello, thanks for trying out the prototype and sharing such detailed feedback. Really appreciate you taking the time to play it.

Right now, I’m mainly focused on building out the core mechanics, so all of the visuals and UI elements are still placeholders. I’m also working on a full UI/GUI overhaul with a lighter theme to improve readability and overall clarity.

You can skip the tutorial if you prefer, it’s mainly there to explain how the roguelite elements work.

Thanks for highlighting the following points. Once the core gameplay loop is fully locked in, I’ll be addressing these areas:

  • Game icon and store presentation
  • Screenshots/GIFs
  • Hero/monster UI
  • Red screen‑edge effect
  • Button hover visuals
  • Text readability
  • Missing combat sounds

In the future, I plan to hire an artist to properly establish the game’s visual identity. For now, I’m trying to see if I can limit the art asset so to keep costs low and get free assets from itch.io and other sites. Hahaha.

Thanks again for the feedback, it really helps shape the direction of the project.