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Echoesmith

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

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Ello! I don’t usually play this genre since I’m terrible with horror games, so my feedback will mainly focus on mechanics and usability instead.

Fullscreen Issue When the game is set to Fullscreen, it lags heavily to the point of being unplayable. I had to stick to the small, windowed mode to continue testing. [I play through the Web, didn't download]

Start Map

  • Pressing E on the door to the right gives no feedback. I wasn’t sure whether it was locked or simply not implemented yet. After finishing the first level, I realized it was progression‑locked. Suggestion: Instead of showing “E”, display a clear indicator like Locked.

First Level

  • Camera orientation: If the CCTV is placed at the top‑left of the room, I expected the camera view to rotate accordingly. The most effective placement ended up being bottom‑left, matching the player’s isometric view. Suggestion: Consider adjusting CCTV behaviour or clarifying how it works.
  • Sound feedback: Indoor and outdoor footsteps sound identical. Because of that, I couldn’t tell whether I was sneaking or not. I assume sound design isn’t finalized yet, but distinct audio cues would help a lot.

Second Level

  • I couldn’t get past this level, probably skill issue on my part, but noting it anyway.

Other Feedback

  • Inventory organization: Allow players to rearrange items directly inside the inventory. Currently, I have to drop an item, scroll to the first slot, and pick it up again just to organize.
  • Interaction shortcuts: Placing the box should be a simple E press instead of scrolling through the inventory. Same for the flashlight, pressing F if one is in the inventory would be more intuitive. Same for the tablet, to allow players to see all of the CCTV view when in inventory. Unless intended so that player needs to multitask.
  • Camera limitations: With a fixed isometric camera, it’s hard to track where the monster is. The player ends up multitasking more than necessary.
  • Sneak toggle: Instead of holding Shift, allow players to toggle sneak on/off with a single press.
  • Alarm clock: Allow manual adjustment of the timer. In panic, I overshoot to 20+ seconds instantly.

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.

Ello, no worries about the slow reply!

I’m really glad the feedback was useful. I honestly enjoyed the latest game enough to keep pushing and see how far I could go, so reaching 280 didn’t really feel like a chore hahaha.

Looking forward to seeing what you come up with! I’ll probably give it another run once the changes are in and see how far I can push it next time.

Great game overall. I understand the need to monetize the game by encouraging players to watch ads, but the ad buttons appear too frequently. Reducing how often they show up may make the experience feel less intrusive.

Loot & Item Collection

  • Loot dropped from treasure chests does not seem to be affected by the magnet effect. Players still need to manually collect each item.
  • For example, after opening a chest, it would feel smoother if the loot was automatically pulled toward the player instead of remaining on the ground.

Visual Clarity

  • The purple Totem projectile looks too similar to enemy projectiles because they share a similar colour.
  • Consider changing its colour or adding a stronger visual effect so players can immediately distinguish friendly projectiles from enemy attacks.

Game Pacing

  • It takes quite a long time before the player reaches the boss. The time between starting a run and encountering the boss could potentially be shortened or made more engaging.

Boss Balance

  • The boss currently dies very quickly. Unless the intention is for the boss fight to last only around 3 seconds, I would recommend increasing its HP or overall survivability.
  • After taking a relatively long time to reach the boss, having the fight end almost immediately feels a little underwhelming.

Map & Camera

  • Consider making the map loop/wrap around, with the camera continuously following the player.
  • Currently, enemies spawning near the border can catch the player off guard because they may appear from areas outside the player's view.
  • A looping map or improved camera behaviour could give players better awareness of incoming enemies.

I can't create my account. No feedback when I click Create Account button.

Tried the game, this is what I think, interesting concept, perhaps a MMORPG game that could gather all of the creative players. Playtime - 30 minutes


  • When I click Start in New Game, the game freezes and becomes unresponsive for a few seconds before loading.
  • There currently doesn’t seem to be a tutorial. I had to try almost every button before realizing that I needed to press Spacebar to perform an action.
  • After starting the game, I wasn’t really sure what I was supposed to do next. Some basic guidance or objectives would help a lot, especially for new players.
  • When I walk all the way down, the camera gets too close to the character and can become blocked by the wall, making it difficult or sometimes impossible to see what I’m doing.
  • I had to try my luck holding Shift before discovering that I could transfer an entire stack into the furnace. It would be helpful if controls like this were explained somewhere, such as through tooltips.
  • I would prefer if the inventory did not automatically sort my items. It would be nice to customize the inventory layout myself. For example, I might want to keep my chest and bars at the bottom-right corner so I can easily find them.
  • Saving the game also causes it to freeze for a few seconds.
  • The crafting system could be more user-friendly. For example, if I click on a Chest recipe, it could open another window showing the materials required. It would be even better if I could click on the required materials to see how or where to obtain them.
  • There is currently no minimap, so I ended up getting lost while trying to find where I placed my chest and furnace. A minimap, waypoint, or some form of marker system would help a lot.
  • It would be useful to have a way to temporarily lock the direction the character is facing. This would make mining rocks and coal much easier without accidentally changing direction.
  • I’m not sure if this is just due to RNG, but I seem to find a lot of ores while coal feels much harder to come across. The coal spawn rate might be worth checking.

A great simple mini game, currently it's not good as a main game as you can complete it within 5 minutes, unless you intended that way. 

Feedback

- For the typing mini game, to increase the size/font size as I unconsciously bring my body forward to see the letters clearly as I mistaken letter G as the number 6 twice. 

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Great update, manage to play longer and getting a higher score of 280. Though after platinum, got no other feature being introduce and not many things I can do as the floor drops, and I am stuck in one corner. I can only perform the same steps over and over again.

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.