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WheelRPG Prototype

A topic by Dinoman972 created Jun 08, 2023 Views: 401 Replies: 9
Viewing posts 1 to 5

Hey all! I've been prototyping a concept I have for a potential turn-based RPG and I've recently released it on this site to see if it's worth developing into a larger project. I'd really appreciate some feedback on the prototype's current combat system, particularly the titular wheel mechanics.

Link: https://dinoman972.itch.io/wheelrpg-prototype

(1 edit) (+1)

Hi, I tried your prototype. The idea with the wheel sounds interesting! I was able to beat all 3 difficulties. The Tail Swipe skill seemed to be quite strong though. I beat all the white opponents by just spamming it. The boss was a bit harder. I kind of stumbled through that fight, just selecting moves that sounded strong. :)

Here are a few issues I had:

I was confused at first, when I tried to select attacks with the mouse (I wasn't able to select a target and attack descriptions were missing). I then realised that I had to use the keyboard. Maybe you could add a small section to your game page and explain the controls.

I didn't really understand what the wheel was doing, although I like the idea! As the main mechanic of the game, it probably should be better explained. Also maybe add a preview to show  which wheel state comes next. This might help to plan a bit ahead.

I was a bit overwhelmed by the number of different attack options (weapons, skills, spells, consumables). Maybe you can reduce it a bit. For example concentrate on weapons and spells for the beginning. I also would not give the same skills/weapons to different classes. (I just spammed the one skill with all 3 and beat the medium difficulty in the first round)

Hope the feedback helps a bit. It's always hard to make complex games also beginner friendly.

Thanks for the feedback! Admittedly I focused more on implementing the basic mechanics than in making them understandable or balancing them for the prototype, and the lack of attack descriptions seems to be a bug: there should be a panel at the top of the combat screen describing the highlighted move and the wheel's effects on it, but it seemingly doesn't update if you hover over the moves with the mouse. I'll try to fix all that in the next update before continuing development.

Hey all! I've made a couple of updates to the prototype now, and I'd still appreciate some more feedback on the game's combat. I'd also like to know if you think the game mechanics are explained and showcased well in the prototype.

Hey! Left some feedback for you on your game page, keep working at it!

hello my name is Tarique am the game dev for SPEED OF LIFE 3D

I would like to give you feedbacks on your game so it can improve . send me your game link so I can give you feedbacks, review and even ratings on your game .

for those who games have not got a feedback as yet visit this site and join the group

https://tariquegamecompany.wixsite.com/mysite/group/towi-group/discussion

Hey again! I've made some more updates and finally tried to make the combat menu a bit less overwhelming, so once again I'd really appreciate some feedback, both for the combat system in general, for this decision and for any glitches that might have shown up from such a big change.

Unless there's something horribly wrong with the current version, this will probably be the last update I make to this prototype. I'll start working on a proper demo for the game after this, with things like a functional leveling system, a more elaborate tutorial "dungeon", better gameplay balance and maybe actually decent visuals.

Gave it another go, good work so far!

It's good that the updates you gave it didn't take away from what made the original fun. Saw you fixed that bug where the game crashed between battles, added a little menu (or was that already there?). The "wants to hurt you" description and the "someday" under settings was pretty funny. 

I would recommend adding sound effects and music, and making the turns play out a little slower (it's hard to see what's going on when it's moving so fast), but this is a prototype and that'll probably be there in the full version. I'm excited to see all the characters and enemies with fleshed out designs, maybe even different personalities. I have yet to beat the hard difficulty...

Oh yeah, and check my game out if you haven't yet. I also tried to put a spin on turn-based combat: https://wasabiiii.itch.io/grass-elemental-demo-demo

This one was fun to get back to, I'll keep an eye out!

Thanks for checking it out again! I'm not particularly good with music or sound effects, but I'll try to add those on the proper demo, and I'm definitely going to slow down the combat turns, as well as indicate things like status conditions and passive traits more clearly. And yeah, most of the pause menu was always there, but I didn't add the disclaimer on how to open it until later because I somehow didn't realize most people wouldn't instinctively know to press Esc for it.

I did play your demo a while back and have been meaning to review it since, but I'm still gathering my thoughts on it. It's a lot to take in and analyze, and I mean that in a positive way.

Okay cool. Let me know if you need help with some music and sound, I'm happy to pitch in!

And thanks for already having played the demo, please take your time!