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Echoesmith

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A member registered Dec 07, 2020 · View creator page →

Creator of

Recent community posts

Thank you for giving my game a try!

Your confusion about the Teleporter is understandable, as it’s a new feature I only introduced a few days ago. It isn’t intended to be used during the early stages of the game and will normally only unlock once the player’s dungeon reaches Rank D.

I made it available earlier for testing so I could see how much of an impact it would have on the game. That’s also why it hasn’t been included in the tutorial yet.

The preset and saved-layout feature is already available, though you may have missed it. It’s located at the top of the Dungeon Plan screen.

You can save up to three dungeon plans, and they will remain available even after you lose a run. For example, if adventurers destroy your Dungeon Core, you can upgrade your dungeon, return to the Build page, and reload one of your saved plans instead of rebuilding everything from scratch.

At the moment, I’ve mainly been focusing on balancing the game, so the UI and visuals are still quite unpolished.

The game is designed as a roguelite, so I’m also not sure whether you’ve tried losing a run and spending the currencies you earn afterward. You can use them to unlock additional trap rooms, along with many other upgrades, including monsters ranging from Rank E all the way to Rank S.

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!

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.