Haha it took me quite some attempts to beat extreme difficulty myself when I added it XD
unaware-robot
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I played for a bit! Cute frog haha. There are some issues with the game that you definitely need to address:
- Often, when I press play, I lose instantly and have to press restart + play again
- Why is the frog in the middle of the screen? This means the lower half of the screen is completely unused. I would move the frog to the bottom and maybe increase the speed of the balls to compensate.
- There is a disconnect between using the mouse to press play, and using arrow keys to move. It means when I press play, I have to then quickly move my fingers to the arrow keys as the first ball already starts. I would like to be able to press for example [SPACE] to start
- There is not really a reason to play this game for longer than a minute right now. It definitely needs some more mechanics to keep it interesting. Maybe it can become progressively more difficult?
I think the main elements in my game that caused lag before are shaders. Earlier those would cause small framedrops whenever they were used for the first time. Examples of when that would happen are:
- moving out of the screen to the next location for the first time
- opening a chest for the first time
- Fighting the spider enemy for the first time
I mainly want to confirm that these issues are indeed resolved for people with different PCs. Because all of these happen early in the game I thought it’d be easiest to just ask whether people experience lag in the first minutes of playing.
Beyond that, I would care most about the performance in fights where there are many objects at once, but since those are mainly later fights that would be too much to ask.
Fun game! The blackjack mechanic is really cool, easy to understand but challenging to play around. I also really like the artstyle for the cards!
Few points of feedback:
- Even for beginner difficulty, the game felt far too easy. I was never below 18 HP
- Not sure if this had to do with your game or itch.io, but the mouse input was lagging behind half a second in fullscreen mode
- The music is nice, but I don’t think it fits this type of game personally
Overall great game! had a good time playing
I played the game for a bit and didn’t see any glitches :) everything seemed to work as intended.
I do have to say I find the font very difficult to read, and I found it difficult to understand which items I was supposed to hit, and which ones I was supposed to jump over. I died pretty quickly each time.
I would appreciate if you could help me with some similar feedback, would just take a 1-2 minutes: Do you see any lag / stuttering when playing this game, and if so, when? https://unaware-robot.itch.io/rogueblock-working-title
One thing for me personally is that I’m hesitant to just download stuff off the internet. If I could play the game in browser I’d be more inclined to play it. Also, it’s just easier to click a ‘run now’ button than to download, extract, maybe virus scan something.
So if making your game playable in browser is something you could do, I personally think it’s worth the effort
Hi all :)
Previously, when playing my game in browser, the game would sometimes freeze/drop frames. I recently made an update to my game, in which I think I fixed the cause of this. For me it now seems to work well.
I would really appreciate if some people quickly run my game and see if they notice any lag? Just walking around a bit + fighting one enemy would be enough.
This is the game: RogueBlock
Thanks in advance!
Fun little game! It mainly needs some more content right now, otherwise it’s not really something to play for more than a minute. Something like powerups, or maybe enemies to dodge? Also, it would be cool to have a high (literally haha) score depending on how far you climb.
One more thing is that it’s not intuitive that the screen loops horizontally. The first time I thought it was a bug. Maybe make the edges where the screen ends a different color?
EDIT: just realized there is a high score, however for me it is largely obscured by the top bar of my browser and I couldn’t resize it to make it visible
I always love puzzle games where the mechanics are simple but the puzzles still challenging! The poems added a lot of charm. Overall, a great short but sweet puzzle game!
1 thing to note is that when in browser, using [esc] to go to the level select brings you out of fullscreen. Maybe a different button would work better.
Cool game! I like the graphics, very minimalistic but they work well. The core gameplay loop seems fun!
Some thoughts I had while playing:
It took me a while to understand it works, since I didn’t realize at first that your health was your mana, and that there were pickups to restore it. Maybe you can explain this with a quick popup before the game starts?
I felt that the upgrades you would get were not strong enough to keep up with the increase in difficulty. I ended up dying early most rounds.
The character feels way too slow for me, sometimes it feels impossible to dodge things.
The game would really benefit from some sound effects as well.
Overall, this is a good start and I think this can become a really fun game!
Hi, I tried to play a few times but it seems the game crashes often in the shop. For a few seconds I can hover over the items and see descriptions but then everything becomes non-responsive. If I very quickly buy something and then click ‘next quest’ I can continue the game haha
From the little I could play, I liked the mechanic of getting different ‘units’ based on the poker hand you make. It’s a bit unclear to me what exactly is going on as the combat plays out. Maybe it would be nice to see the health bars of your units during combat?
Other than that, I would like some sound effects but I understand this is a prototype so probably it’s a bit early for that :) Same for the AI art, as a placeholder it’s fine but I don’t like it.
Overall, seems like a solid game concept. I played quite a bit of Balatro, so I’m interested in your spin on it :) If you can fix the crashing issue I’d like to play some more of this :D
I understand that you feel right now that the overworld is kind of unnecessary. I would have made it a lot easier for myself by just omitting it XD. But I really like exploration in games and want to incorporate that into my game, but right now there is not too much to explore. In the future I want to add more stuff to the overworld that makes it worth exploring more, and also some fast travel options as right now there is too much backtracking through empty locations.
I appreciate the thought you’ve given this :)
Hi, thanks for playing my game!
- The first enemy is meant to be very easy so that you can use it to just figure out the controls and stuff. So I get that it’s a bit boring. Right now you encounter it twice, I’ll make it so you only encounter it once, that should help :)
- I guess you mean the Flytrap (does look kind of like a dragon). I definitely want the boss to be a challenge, but if I hear more feedback that the jump in difficulty is too high I’ll tune it.
- It’s kind of inspired by shmup’s like Galaga, I guess if you’re used more to shooters with mouse this can feel kind of limited
- Do you mean the butterflies in the overworld? Just added them to make the overworld a bit less boring (it still is too boring), what don’t you like about them?
- Do you mean enemies moving in the overworld? Or in battles?
- It’s maybe a bit too much explanation haha, If you want, you can disable the tutorial popups in the settings :)
- Indeed, the overworld is a bit boring, I definitely want to add more stuff to the overworld as well
- Thanks, means a lot :)
Thanks again for taking the time to write out all of this feedback! Is there any game of yours you would like me to try?
What I would improve is:
- The game page is that it’s a little bare. Maybe a custom background would help?
- The description is written a bit sloppily, with no capitalization and incorrect grammar. That would kind of turn me away from trying the game.
- I think people are generally more inclined to play in-browser games than to download games. If it’s possible to create a version to play in browser that would help I think
- The game says it’s an RPG but from the gameplay video it doesn’t seem like it is. I would expect more focus on the character/story/dialog etc
But other than that I think it’s a nice start that you have a custom title, include screenshots and a video!
Ah ok, if the idea is to have a more complex game then the amount of text makes more sense. I guess you target players more experienced in this genre. But then the tutorial could skip over some of the more basic stuff, like ‘reducing a monsters HP to 0 kills them’
In this specific case, do you think “decrease if >0, increase if <0” would be better?
In this case, if you’re targeting more experienced players, ‘decrement absolute value’ would be fine I think.
You mean replacing some common words in card descriptions by icons?
Yes, but also things like the words ‘gold’, ‘HP’, ‘MP’, etc, similar to how defence and fatigue already have icons.
It’s a bit difficult to read ‘fatigue + 1’, ‘defence + 1’ in the short time they are on screen.
By this I mean also replacing the words fatigue and defence (that pop up when you play a card) with the icon
I played your game and I like it. I’ve played a lot of Slay the Spire (which I’m assuming inspired this game) so this is my kind of game haha. There seems to be some good card and item variety. I like the fact that you get an item after every fight. The fatigue mechanic seems interesting, I didn’t really play around it yet though.
I like the bestiary, it seems you already have a lot of varied enemies as well.
My main points of feedback would be about the presentation of the game.
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There is a lot of text, I would say too much text. I don’t think so much detail is necessary. e.g., explaining that spikes deal damage back in the explanation of ‘Melee’. This is also the case for the tutorial IMO. Since this reminds me of Slay the Spire, I would recommend looking at the new player experience of that game. I don’t remember if there is a tutorial or anything, but I remember that things were pretty clear without too much explicit explanation. Or maybe you could let the player choose between a basic or detailed tutorial? Just a thought.
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Also, the language in the game is very technical. I.e., mathematical equations and sentences such as “decrement absolute value”. I can imagine this scares away people not familiar with this genre, and for me still it looks a bit daunting.
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A lot of the UI feels small. I would make the HP, Mana, defence, etc. stats bigger. I would also make the end turn button bigger
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Icons instead of text would make everything look better. It’s a bit difficult to read ‘fatigue + 1’, ‘defence + 1’ in the short time they are on screen.
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Overall, I’m missing some ‘oomph’. When you play a card it doesn’t feel like a lot happens. Some more visual effects / more prominent sound effects / screenshake maybe? would add a lot I think.
Hope this helps!
Thanks for playing (again haha), glad to hear you think the game has improved!
My thoughts on your suggestions:
- Do you think it would be improved with changing the animation? Or would you prefer completely getting rid of the grid based movement?
- Ah, that is a bug then because autofire should start each battle activated
- Good point, I’ll change this
- I chose the controls using right shift with my right pinky, but I think most people automatically may think left shift is intended? Which one did you try at first? Maybe alt could indeed work better if you want to have dash on your left hand.
- Dash does not have Iframes. Only when dashing through blue (cyan) attacks does it prevent damage
- I like the low dash cooldown because it allows some heavy dash-focused enemy attacks (mainly one for now haha). I think the dash is not too strong because for a lot of attacks you need more precise dodging anyways.
- Also a good point, UI is something I’m struggling with because I want to convey quite a lot of info while you don’t really have a lot of time to pay attention to other things than your character. Indicators directly on/around the player might be a good approach.
Thanks again for playing and leaving feedback! I’ll try to incorporate your suggestions in future updates! I’ll check out your game, hopefully I can also provide some useful feedback :)