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Uhh....have you ever played Clicker Heroes? Because this game totally reminds me of that lol. But with that said, I got up to e+22 Force, and here are my thoughts:

-The game has a fair amount of complexity already, and your roadmap already indicates a lot more. Some basic documentation would really help with orienting the player; a guide that the player can reference while playing would be helpful. I didn't know what a lot of upgrades were meant to do. There's a lot of things here (Forge, artifacts, radiance, skills, tournaments, exploration, etc) but virtually no documentation on what they do or why they matter. I think that the game throws way too much at the player right at the start without giving the player a sense of direction.

-Achievements should be written with the words on their own lines rather than just one word that wraps around. Some achievements were also blank even though the UI lists what is needed to earn them. I also noticed that when hovering over achievements near the bottom of the screen, the text is cut off.

-Whenever I clicked on a skill that I gained, clicking it over and over would switch it back and forth between taken and not taken. I also don't know what to do to actually be able to take them - I just had to wait until the Skill button said I could take a skill.

-When exploring a node in one of the regions, progress stops when you switch screens but this isn't the case for many of the other forms of idle progress, such as Force and Wisdom. This should progress when away from the screen to keep it consistent.

-It could just be that the game is still really incomplete, but it never actually felt like I was working toward anything. Once leveling up slowed down and I clicked the achievements, it says I get items - but there's little to any mention of what they do or why they matter. Same thing with the exploration feature - what is the end goal? Why should I do that over something else?

-It feels like the things you are supposed to get are really disjointed. I think there's a lack of focus on what this game is actually supposed to be. This game plays like an idler, but you mention having Metroidvania exploration elements and puzzle solving. How do these ideas cohesively fit together with what your game currently is? I got the impression that the things you can earn over time are meant to go to some other mechanic that hasn't been implemented yet.

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My overall impression is that you're trying to put in all of these different things together with little overarching vision of how they're all supposed to tie into a final product. Since this game looks like an idler, focus what you've got on a singular goal that the player can quickly identify and work towards. 

That's what Clicker Heroes does - the only goal is to keep beating waves of bosses, with every 10th wave acting as a check point. The game's additional mechanics are slowly rolled out over time, but all of them focus on that single goal - beat more enemies. The point is to go as high as you can go - there's no other purpose. Everything the game introduces is explicitly tied to that goal, and this occurs over time to ease the player into the many ways you can make yourself stronger to beat more enemies. The way your game currently stands, there's lots of buttons to click but no sense of purpose behind doing any of it. The lack of documentation really doesn't help with all that.