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evilfurky

2
Posts
A member registered Apr 10, 2021

Creator of

Recent community posts

Nice TD game!

Here is some feedback from a former game designer on Raid Rush (which is me):

  • The tutorial would be more effective if it were more visual and less wordy.
  • The info pop-ups in the shop seem unnecessary; you could probably fit that information directly onto the item cards themselves.
  • I didn't die even after enemies destroyed all of my buildings. I'm not sure if that's a bug, but I think a clear failure state is important for learning the game, especially in a roguelike.
  • The hero art on the UI is awesome!
  • The shaders and textures are very cohesive, but the proportions of the models don't feel entirely consistent with each other.

I'm really looking forward to playing the new updates!

First of all, as someone who doesn’t normally play Minesweeper, I want to say that I really enjoyed this game. The visuals and audio create such a great atmosphere. I also really liked your menu and settings UI design.

Feedbacks on feel and presentation:

  • The cards we place to remind ourselves whether a tile is safe or a trap sometimes overlap the text showing how many traps are around us, making it hard to keep track.

  • When we click on a trap tile, a monster immediately appears. It might feel smoother if there were some in-game visual feedback first. For example the tile could sink in slightly before the monster shows up.

  • The outline indicating our visible area lights up orange when there are no traps nearby and green when there are traps. I think it would feel more intuitive if it were the other way around.

  • Approaching the stick stuck in the ground expands our field of view, which is a great mechanic. To make it clearer, the lantern in our hand could snap onto the stick tip when we get close.

  • There are breakable tiles that crack after being clicked a certain number of times. It would be nice to see an animation of them breaking and the character falling through. Also, making those tiles visually distinct would give players better strategic information.

  • Pressing the button on the floor unlocks the door, but this could be more noticeable perhaps add a particle effect where the lock releases.

  • When a bloody enemy on a nearby tile catches us, there should be an in-game visual feedback. For example first show the enemy lunging at our character.

  • When our character walks toward the camera, it would look better to see the front of their body rather than just their back.

Feedbacks on controls:

  • Do we really need the level to restart when pressing R? I accidentally hit it once and lost all the cards I’d placed. I don’t think this game needs a quick-restart shortcut. Restarting from the menu should be enough.

  • When I briefly release the mouse cursor, it snaps to the center of the screen and disappears. This shouldn’t happen in “E” mode when placing cards; I accidentally replaced a card on the center tile a few times.

Suggestion:

  • Right now, when you fail and retry, the traps always end up in the same spots. That’s fine for early levels, but for later ones maybe you could randomize trap placement on each attempt to keep things fresh.