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pavelee
Creator of
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Really cool idea for the game. I like it! Game has great vibe of retro cool game, music works pretty great.
Fight mechanic is pretty great with slow time, for sure it's sell point of the game.
I got some problems with controls but maybe it was related to run out of stamina so I couldn't jump. Probably it's all about platform games where you must polish movement mechanic so game is not too much brutal for player (too hard)
Congratulations on your submission!
I like art style of game, it has unique style. Did you draw it by yourself?
Exploration is interesting, I was able to understand how to move and interact.
I am not sure about type of game, Is It some style of visual novel?
For sure game has potential with this kind of art.
Congratulations on your submission!
Hey! I played once again!
I see you change game to be much easier, it's not bad thing but I was able to pass the game without any death of my teammate. Probably it will change in development process but for demo purposes it's a good decision.
I really like your latest changes to simplify fights with common inventory for all characters, it's a pretty great change that makes the game enjoyable!
the inventory popup after a fight could have more context like "loot after the fight" so I understand what is going on. The same goes for closing this window - button "end looting" or "continue" would be much more convenient than closing the window with X button or ESC. I imagine it's pretty obvious for you but someone else could not really understand why the window is showing.
Is there way I can equip my items? Maybe there is but I couldn't find it, if yes probably there should be button "equip" so it would be more clear.
Bestiary mechanic is really cool! great job!
In part of UI/UX the game is really polished, you should stop making it any better, just focus on core gameplay :D
What parts of the game do you like?
Fight mechanic, RPG parts of the game, UI, UX, developer of the game
What parts do you dislike?
lack of exploration, limiting RPG potential of the game.
Would you prefer if this was done as a JRPG?
Yes, but with reasonable approach. Just take what is good from JRPG without blowing up scope of the game. For sure giving player ability to explore would change the game in much better way.
Would you prefer more focus on combat such as an endless or roguelike style?
Rougelike style could be cool but it's RPG game so it could not work well together. I feel looking for some randomness could give game some more fun to play.
Something like Pokemon games - you take random fights during traveling so exploring is not boring. It's still RPG game.
Is there another style that has aspects you think would improve the game?
I think game has pretty great foundation for RPG game but still lack of excitement that should come from exploring the world and story.
I would encourage to brain storm about exploration feature for the game. it's a big change but it should open up a lot possibilities and excitement.
Hey! you did really well job! I really like how you made the UI, it's pretty clean.
Character's art is really good!
Story looks interesting, characters are catchy. I was not pretty sure about intro scene with the child. Maybe I didn't read it properly.
What bother me is mixing a tactic turn-base game with skill-based aiming. I was confuse because I was missing my shots. It's not bad thing probably other ppl could like that but I would expect more standard approach where I can just click enemy I want to attack. I fully understand what you want to achieve by mixing it, just mentioning my feelings.
Card mechanic is good, I like how you designed it. You can easily expand it to many directions.
The game has potential to be nice mix of tactic, deck builder with rich story. Cool!
Congratulations on your submission! Keep working!
Game has really nice art, music and storytelling.
I like how you design mechanic of moving through "space", it's very simple to learn and have pretty great abstraction with that low art design.
Although it's not really type of my game I think for someone who likes a story-driven games could like it.
Maybe you load for first time mission room you could add some small info how to interact by clicking on items, it was not obvious for me on the first moment.
Congratulations on your submission!
Thank you for the feedback! I will try to improve the readability of the UI
Loading takes time because of shader compilation, I will try to improve it but finally the web version will be much harder to play because of more and more assets. Eventually the downloadable version should be the main one.
The game is still in an early stage so it has only pretty basic units to show the core gameplay idea but for sure there will be an upgrade to automatically start gathering minerals :D
Thank you for the great feedback!
I am glad you noticed progression in the game, that was my latest focus to improve. I have a feeling with the current iteration the game finally found the shape that makes sense. I personally found that the combination of tower defense, bullet heaven and really light RTS makes some good results. There will be more changes for sure but the core feels right for me.
Probably you noticed but droids are just moving towers :D. It clearly moves the game more into a strategy game and supports the mechanic of using a few droids on the battlefield. For sure there will be a mini-map to more easily manage it but the moment when you switch between two droids you just start to play some kind of RTS game (multi-tasking and mineral harvesting)
Great you tried the orbital strike! It's still a prototype but I was testing the idea of supporting the battlefield from orbit. You are right it's not well balanced yet. Probably it should be stronger with a longer cooldown to make more sense. Anyway I feel the mechanic idea makes sense for the game and fiction.
My next focus is droid progression, I must prove I can make a good editor and overall building droids from modules. If I prove I can make it good, the game should be pretty much closer to the end of pre-production phase.
Great entry! Mirror mechanic makes game interesting. Finally I got some problems to pass level but probably I was too slow. Maybe game could give some more space for error when jumping and time to swap (less difficulty)
Probably you are inspired by Celeste, if not I really like this small narrative in the game.
Art and music is pretty great, I like how 8px works pretty well
Congratulations on your submission! Keep working!
It's a great achievement to take prepare a demo and participate in Next Fest. I really admire your effort. I fully understand how hard is to polish a game.
Marketing is really hard part IMO it's mostly based on luck.. it's sometimes matter of one short on TikTok to let your game be found by a big content creator. What you can do is just help your luck by doing what you described. I am glad you decided to learn more about it.
I really like you noticed to speed up the gameplay, it's a pretty good direction. That's harsh true that I struggle - When core gameplay is not enough "fun", above layers (UI, UX, Music, Story) doesn't really matter, there is no point to polish them when foundation is not attractive for players.
Side note: Good UI, UX as ready to use systems matters because you can reuse it for different games. So it matters from an architecture perspective.
What really resonate for me from Chris (https://howtomarketagame.com/) is quote: "We are making a fuc*** video game, it should be exciting!". That's marketing view on a game, excitement makes ppl want to play your game. What means a game is exciting? I am not sure yet.
I played your demo and enjoyed it. When you release your game I will buy it to support you.
Hey! I played your game for second time. You improved it!
I am still fun of your fiction, it's just classic PC game "dark" theme :D
I beat the first level and next one and next one. Game has pretty great progression. I really like how you design unlock system.
I like animations of death, I still think you could add more simple animations on engine itself without doing pixel art to just make it more alive.
Yes, tutorial was useful. I was able to understand rules and beat levels.
Game feels much more polished and I enjoyed playing it. You got just pretty solid foundation for classic tower defense game. If you want to develop it further I feel you just need more "excitement" by more animations, particles effects and anything that could it make more juicy.
Congratulations on your submission! Keep working!
Hey! it's really solid submission. Game has good cozy vibe combined with management mechanics.
I like visuals and music and overall atmosphere.
What I would improve:
- UI needs some improvement, it's the most important thing because I constantly using it in the game
- Game needs more explanations, I tried but was not able to easy understand how looks game loop. Probably you need more feedback/tutorial to show what to do exactly in start scaling your production
Congratulations on your submission! Keep working!
Hey! You’ve made great progress until last time I played the game. I see you still keep the same core game loop so I will comment on new things I noticed during gameplay.
What I like:
- Starting screen is a neat idea. I like how you highlight current game state and change log. Cool!
- Main menu music is probably new and match pretty great "RPG vibe". Cool!
- Main menu is polished, I like how you made small animations to make it alive. Links to social media is pretty neat idea.
- I notice goblin character. The character is outstanding. I would use him/she much more in the game. Cool!
- The city mechanic is neat, I like how you designed structure with simple list of possible places to visit. It's easy to use and scalable. Cool!
- I see you did improvement with art. It looks much better but still needs some work.
- Fight mechanic
- Fight seems much faster and distance between them shorter. It's pretty good improvement.
- "Fast looting" (right click) is pretty great. I would even make it default because it much easier than drag and drop and make game flow better
- Fight flow is well design I know what to do and how it works
- Quest log and popup with notifications is good. Cool!
What I would improve
- If I died there is should be option to try again the same fight. I died on first boss and when I saw I need to start again from beginning I lost motivation to try again. I think roguelike mechanic could be problematic for this kind of game.
- If you keep roguelike design I would disable tutorial popups when you restart the game
- During dialogue mechanic I would add simple button "next" just for clarification. Now you can just simple forgot you need to click / press enter to move to the next dialogue.
- Fight mechanic
- I would change "select" to "attack" to remind you will attack this target
- I would add option to "swap loot" before a fight, just to give change to change something before. Player could be angry he didn't swap loot and now could lose the game. I would keep design of not allowing to swap loot during a fight.
- In previous version tutorial fight was obligatory (with possibility of skip). In current version you allow to omit it, that is good idea. Although I would add just simple prompt "Would you like to check tutorial to learn how to play". Other players could skip the tutorial and bounce from game because they don't understand the rules.
- In city overview I am not sure what is about "map view". I assume it's to show you all buildings but probably you have some plans to expand this mechanic.
- Art
- Smile's idle animation seems too fast. I would just keep it lower frame rate now they looks like they have really intense lifestyle :D
- Art needs shading improvement to look better, now it's pretty dark and "flat".
- Shadow direction on assets seems random, probably just need rework to find the same angle
You’ve made great progress with the game. For sure you are close to demo of the game.
Before steam next fest I would encourage to improve your capsule art. Steam shows them on list and it's your way to attract players to checkout your game among other games. At the start steam is showing games randomly so you got pretty good chance to catch some attention with a good capsule art.
I wish the best results! I really admire how much work you put into it, I know how hard is to develop a good game.
Congratulations on your submission! Keep working!
Thank you for the great feedback (as always)!
I was fully focused on redesign game to shape much more clear direction for the game. I was bit lost in pervious iterations. I appreciate you notice planet gird design and potential to scale up game with missions and content overall.
My plan is to implement procedural generation of the planet with variety of missions to do. Now game has only one static map and misson but I appreciate you tried to make progress on the grid.
I appreciate all your notes about UI and gameplay (fight).
Sadly I did not any progress with dorid customization and UI around it since the last iteration. It's still a big thing to do but I wanted to focus on core gameplay (mission) before doing any rework here.
It's a great feedback about selecting droid. I will look for a way to indicate there is bunch of droids.
I played the game for the first time. It is really polished puzzle game but got some problems to find fun in the current design.
What important I notice there is bug: When you run game on widescreen you cannot see bottom "next" button on the starting screen. When I switched to full HD resolution i found the button.
What I like:
- Card mechanic is pretty great
- UI is clear and got pretty nice feedback. From UI/UX perspective it's pretty great.
- Music is well matched to the game, helping to get into state
- Tutorial design is pretty great
What I would improve:
- I don't like current game flow. I was surprised when to get my results I god some quiz to do. There should be some redesign to give much more feedback for player before.
- IMO I would explore way of building puzzles when you trying to find matching puzzle and find out what really happened. You score player by time or mistakes but when I finish puzzles I got my answers. I know it's pretty hard pivot but I couldn't find fun in game.
- Game's Art looks "AI" way. I guess making so much art (cards) would be expensive but any way to make the game style more unique would be great. I would prefer simple art style but something more unique than AI look. It's my perspective and depends of audience there could be different reactions. Mabe some other models that could find different look?
- I got bug on tutorial with rereoll section. I canceled the view of card I couldn't open it again
I would encourage to take step back and analyze other games how they do that, how to improve game flow before you start doing any multiplayer stuff.
Congratulations on your submission. Keep working!
Sorry if I made some mistakes in English, I was writing it quickly. Trying to improve but not my first language.
Hey, great devlog!
I can fully understand your position because I am in similar right now. IMO It's all about fighting scope creep. From one side you would like to ship unique game but it means more risk to take you don't really want to take for the first "steam" game.
For sure freely roaming would be much better but that means much more scope of the game and your thinking is pretty reasonable. I fully understand your debate.
I feel (IMO) options:
- Keep your current design, just search how you make it "fast and fun", keep digging how you could maximize player's dopamine about what's next loot
- Letting player to control your character in limited area just giving the experience (or imitation) of exploring. Giving you early option to extend it during development.
- Move into idea of "grid" movement where player move on grid instead of auto-scrolling. It's hard to explain to me but there is a great example: https://ace-of-4s.itch.io/gankenstein. I personally was inspired by this design and trying to use this concept in my game.
In my case I decided to "cut off" my unique idea and simplify game as much as possible until I feel it's something worth few bucks. Just shoot, loot, improve and repeat. I was in bad spot trying to find super cool idea and not knowing what am I doing, spending so much time on something that probably won't work as I would like to. There is sooo much to learn to be "effective" in delivering good quality games that making it harder by complex design seems not really great strategy.
My current approach is to think about your first "steam" game as "middle game" that will lead to some much better second/third game. You learn, build up mechanics and just make mistakes.
Advantage of your current design is just controlling by mouse. So beside Steam release you could just port it to mobile (touch) and try your best to find some audience there in premium model. On Android you pay only 20$ lifetime, no steam-like fee.
Here is pretty good blog about game marketing I like to learn: https://howtomarketagame.com/blog/ but I warn it shows pretty "rough" world where from financial perspective most of us fail (75%), BUT shows bright side as well!
Keep working!
Hey! I played for the first time.
- Overall
- It's solid foundation for good tower defense game with mechanic of economy and interesting dark fiction.
- Gameplay
- It's classic tower defense and it's working as I expected. I am putting towers and enemies waves are coming
- I got some problems to understand the game rules. I couldn't pass the first level, but I would love to because game looks pretty interesting. I see there is some concept of economy of "slave"? I assume you somehow exchange them for souls (money?). I tried but I couldn't connect the dots.
- Probably it's the most important to help understand that so we could enjoy the game.
- I like how you design each level unlocks new buildings, it's pretty solid design to motivate players to move on.
- Art
- I like how you design the game map, it looks good. It's clearly you are learning the pixel art but I can see your effort put into that.
- I assume you could make game much more better looking with using of light. Just checkout other games that use in-game engine light effect to make game more interesting looking.
- I see you made some animations but I know how hard is to make them more, I think you could use engine to make some animations like walking (swinging on sides). There is a gamedev who shows how effectively you can improve visuals of your game with that kind of animations (he has similar style to yours) -> https://www.youtube.com/@FirebelleyGames
- UI
- I like how you design interface for the game, using it was pretty obvious, tabs are great to organize more buildings. Tabs design is pretty good.
- Sound
- There is lack of music, not sure it it's on purpose but any "dark" like music would make this game more interesting and easier to understand the mood you want to make with the game
Congratulations on your submission! Game has potential, I like your direction. Keep working!
Don't be too harsh for yourself about progress, we all know how it looks like to be solo developer :D, I appreciate your work.
Thank you for playing and great feedback!
I am really glad you like the overall concept
Sorry for the technical problems, I still have some mess in my code. Freeze is my bad, there is a bug in the loading screen logic, it shouldn't happen. I uploaded version with the fix.
Overall long loading screen is not really solvable on the web version, it doesn't really provide a good way to precompile shaders. I am using it just to make game more accessible to give a try. From my experience it's not really possible to make bigger 3D game with VFX working well on web version, eventually I will be force to me move only downloadable version, but I will keep web version as long as loading screen won't last forever :D
Downloadable version will work much better because it uses different render with ability to precompile shaders.
Hey! The game looks pretty good, core gameplay is enjoyable. I got idea of the game. I like how polished it is *clap*
Art style is good, lighting is working very well to make it more dynamic. Music is well match to theme.
UI is pretty great, responsive and didn't any problems to understand how it works. Tutorial as well is pretty good. I think problem could be that UI is pretty small, probably could be just bigger.
I got some problems with moving camera, I couldn't do anything. I have feeling camera was pretty far away, I got idea to display the whole level but someone with eye problems could not see anything, probably zoom in/out feature would solve it (maybe there is but it's not working for me)
I am not sure but I ruined my run by placing flag on wrong place so I couldn't place any other block there. I just thought that reverse move or just overwriting could just solve it.
Congratulations on your submission! For sure there is good potential! Keep working!









