Great game, I really enjoyed it!
The only improvement I would personally enjoy would be if I could control the fall speed so for example if I pressed shift the character would fall faster.
Other than that, I loved the gameplay, the music and the artwork is just perfect.
topu
Creator of
Recent community posts
That’s actually the next major feature I’m planning 😄
Right now I’m working toward a variables & conditions system so dialogue options can depend on gameplay state, inventory, quest flags, relationships, etc.
I also want preview mode to simulate those states so flows can be tested directly inside the editor without exporting anything first.
Really appreciate the feedback, thank you!
Hi everyone,
I recently built Dialogue Forge, a visual dialogue editor for games, RPGs, visual novels and interactive stories. I’d love feedback from people who actually build narrative systems.
Project page: https://dialogue-forge.nikatopu.dev/
Repo: https://github.com/nikatopu/dialogue-forge
The idea is to build dialogue visually as a graph, preview it directly in-app, then export runtime-ready JSON. (We all know how building dialogues in code is a terrible experience).
Current features include:
- Start nodes for multiple dialogue entry points
- Character + Action nodes (Branch / Trigger / Jump / End)
- Preview mode
- Validation system
- Trigger events & timing modes
- Templates and auto-layout
- Mobile support
I’m especially looking for feedback on:
- Would this fit your workflow?
- What features would you expect from a dialogue tool?
- Anything confusing or missing in the UX?
- Does the graph approach feel useful for larger projects?
Some ideas I’m currently considering for future updates:
- User accounts + cloud saves / project syncing
- Variables & conditions system
- Character database / reusable characters
- Team collaboration
- Runtime packages / engine integrations (For Phaser, maybe)
- Comments / notes / analytics
- More advanced event systems
I attached some screenshots / demo video below.
Thanks!
You have made a nice game. I want you to know my first impressions, so here they are:
-- PROS --
- The idea was somewhat creative, to be honest;
- The art was great for everything!
- The sound effect for jumping was very satisfying!
-- CONS --
- There was no menu, no pause screen, no GUI;
- There was no indicator to show where the sword would fall from, so it would hit me middle-jump;
- There were no sound effects for swords falling, nor for the death;
-- RECOMMENDATIONS --
- I suggest keeping score, or adding some achievements so the player can have goals;
- I also suggest adding some music in the background;
- I also think there should be a difficulty curve, where the game is easy in the beginning and gets harder over time;
Other than these, I liked the Ukraine flag! Respect to you for that!
Great game! But, as everything in this world, this game has it's ups and downs (pun intended).
-- PROS --
- The music is very satisfying, it lightens the mood and goes along with the theme / art;
- The art is very delicious looking , it's bright and cheerful, which I personally like;
- I liked the option to change the volume and having a menu is also a great plus.
-- CONS --
- The game couldn't have been restarted, not could I go back to the menu without dying;
- The pacing was too slow and the difficulty didn't have any curve, meaning I was stuck flying slowly. This made the game somewhat boring;
- Not really that bad, but I think animations should be added;
- Adding some kind of achievement system, or getting points or sth like that could really spice up the gameplay.
I can see through the art and the mechanics, that you're a beginner at making games. I liked the idea, but you have a lot to learn. Like, for starters:
- The game didn't have a restart option, if your square disappeared (which, I guess, is losing), then you were just stuck in a room;
- The gun's are too slow, which makes the game very unbalanced;
In order to grow your programming and game design skills, you must also think like the player. Playtest your games as someone playing it for the first time. Other than this, the most obvious tip would be - watch a LOT of game development videos, like TONS OF THEM. I'm pretty sure, I'll be watching them even after 10 years.
Amazing art and sounds, even the voiceover gives me chills. I liked the gameplay and the idea, like hwo you interpreted the limitation.
I would like the dialogue to be skippable and I think when the art style changes between cuts (when you enter the fighting stage) is a bit odd, too different.
In conclusion - amazing game, would play again.
