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Grid of Yendor - Tell me what you think!

A topic by Dr.Hippo created Jul 04, 2023 Views: 569 Replies: 14
Viewing posts 1 to 9
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Hi, I just released a demo of my game Grid of Yendor. I'm looking for feedback so I can improve the game. Some key points:

  • Does the game lack variety?
  • Were you confused by anything when you started playing?
  • Are the visuals too plain?

Please be honest and constructive. I want to make the game fun for everyone and I'll try my best to solve the issues you find. You can comment on the game if you enjoyed it, or follow me to be notified when I update the game.

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Your game is cool, but not for me. I found myself fighting most of the enemies to get more HP. I can type quickly so I had over 100 HP and though "well I am going to win no matter what" then got bored and quit. A maximum HP could fix this. But also don't listen to me. 

I don't know what the purple text is. 

 I don't know if the game lacks variety. It was not super fun though. I did lose interest quickly.

 I do and don't think the visuals are too plan. I like how unique the game looks, but it is literally a spread sheet. If you want to add some flare I would say go for it. If you are happy with the way it looks then don't.

The purple cells are bosses, which are manually defined and harder than normal enemies. The later levels on the hardest difficulty have a lot of bosses, so having many characters is essential to beating the game. The game loop has been positively received though, so I'll keep that as it is. I'll emphasise boss fights with visual effects and dialogue to make it more fun.

Hi, I've just released the beta of Grid of Yendor after more than a month of work. I'd appreciate any feedback about it, especially on the variety of in-game content and if there are any bugs. Thanks in advance!

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Hey, I played your game and it was great! You have a nice presentation, mechanics, concept, and originality to it. I mentioned a major weak point that you can improve upon in the game comments, and horbror did a good job explaining it. Please update and keep it going!

My game if you want to check it out: https://wasabiiii.itch.io/grass-elemental-demo-demo

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Just made a massive update (release notes here) which improves the tutorial and adds more variety to the game loop. Looking for feedback on everything, but particularly the tutorial system, the game loop, and of course your enjoyment. I'd appreciate ratings as well.

Please download, as the browser version has input lag and worse audio quality.

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Hello! Here are some notes I scribbled while playing:

The lines behind the initial dialog make reading harder

who is this character that is speaking to me, I miss a picture or a description

The text effect is a good idea but lacks polish, I'd like to see more rhythm and emotion on words (undertale has a ton of effects like that)

I, personally, dislike when games throw text on me without me even knowing what the game is about. Maybe consider a narration?

The humor is very specific, which can be a good thing because you have (hopefully) found your target audience

had to download it, it was laggy on my browser. I'd be careful with HTML, it can be frustrating for the player but not frustrating enough for them to download, which makes them play a crappy version of your game and be dissatisfied, even though perhaps they would have enjoyed the downloadable version of the game

I'd make absolutely clear which version to download, I wouldn't want to waste potential feedback on an older version of your game

The menu UX got me confused multiple times. I quit when I wanted to continue playing

The music and sfx are a tad loud, that's why I went to the menu

Didn't instantly understand what I had to do, I don't  know what you did in the new version but I'd continue working on the onboarding, maybe use the menu to your advantage and make the player type to start playing? ( just a whacky idea, don't take it too serioud

It's not clear to me when I take damage , I know something bad happens when I miss, I know I take "damage" if I stay in a word for too long, but there isn't much predictability

On one hand you have centered your game in the "spreadsheet" theme, on the other hand I think you are exploring a lot more with the words, makes me want to get out of the sheets and go to the dungeons (wait... that didn't sound right haha)

I don't particularly appreciate that there isn't much exploration, in the sense that the words are already pretty much revealed

The game has potential and is a quirky idea which is great. I just think it's lacking interesting choices: why should I go to one word instead of another?  

I've done a small research about roguelites and created this infographic at the beginning of the year, might be helpful: https://imgur.com/gallery/D5XFSbc

Which version did you play? The jam-version download is the original jam submission and only kept for archival purposes. If you played that please try the newest version as well. I’ve added a note to the download page so people won’t download the jam version by mistake.

However many of your criticisms apply to the current version, and I’ll definitely take them into account when updating the game.

I've played the version that was posted 1 day ago

Hey, I've updated the game many times since your comment. The graphics, performance, and onboarding have all been improved. There is now an in-game encyclopedia containing useful information, better UI, and smooth transition between floors. Hope you'll enjoy the new version!

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Hope this feedback is not too late 😅

Main Take-Away: Pretty nice experience overall, but a little repetitive and hard to figure out what is going on for a little bit.

I found it pretty engaging, I like the quick ease-in-out camera movement into place (feels like you have a lot of control).

Were you confused by anything when you started playing?

  • Mind you that I did not read the instructions (the nature of shortening attention spans I suppose) but struggled with the controls for ~20 seconds at first. I didn’t know what I had to type. I was trying to type words around me, only to realize that I just needed to use the arrow keys to move.
  • Some onscreen instructions (arrows that blink for a few moments, then a mini instruction set at the bottom) could be a useful touch.

Does the game lack variety?

  • Yes, a little. It was honestly pretty fun ripping through boards for the first 2-3 rounds, but then got a little repetitive.
  • Consider making smaller feedback loops, i.e. a checkpoint you hit after 5 boards, and a clear indication how close you are to it. I would suggest maybe a horizontal bar to visually demonstrate the progression, rather than numbers.
  • Maybe even switching up the music every 10 levels or something.

Are the visuals too plain?

  • No not at all. I has a throwback addicting-games vibe to it (not a bad thing as I grew up on that) and was easy enough to understand the visual metaphor of a spreadsheet (unique tbh, I have not seen something like that).

I hope this was helpful, and hope your gaming journeys have been going strong since. 💪

The game is fully released now (v1.0.1), and I need some extra pairs of eyes on the game again! Feel free to leave any feedback.

I strongly recommend you to download the game for the best framerate and audio quality.

I'll be happy to take a look tomorrow after my exam:)) I remember it was my fav game I tested like half a year ago, can't wait to see how it changed

(+1)

Hello,

It's an interesting concept. I'm a pretty big fan of it just from the concept alone. I think that I would like the game if I played it.

But since you're looking for feedback, I thought I would mention that when I tried the game on my MSI Claw handheld PC, I noticed that I couldn't seem to type anything with the on-screen pop-up keyboard, while other games, this particular aspect works fine. I'm not really sure if such a thing is fixable or not, but I just thought I would mention it in general.

It seems like a cool game and one that I would like. Though, as it stands, I'm not able to test it further. I might eventually try the browser version on my Chromebook... though, I don't use my Chromebook too terribly much usually.

Other than that, just going by things like the concept and what I've read, it seems like you're on the right track. I also like the look of the game page.

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cool game! i got pretty bad carpal tunnel from using arrow keys to move until i realized that you can use tab and enter, that was a little carpal tunnely too and i didn't have the excel muscle memory to navigate well like that, but it was somewhat manageable

i think the game is quite easy for someone with a fast typing speed, but the pressing issue is that it's quite bland and overly long on modes above the learner difficulty

there need to be more reasons to choose different paths instead of letting me just path like a snake with an optimal discover route (left, up two, right up two, etc). i noticed this wasn't always the case on the highest difficulty where there would be special types, which was a good change, i think the game needs more variety like that

i had to purposely play slowly and take damage to see what my health was, because not only was i not losing much but the effect wasn't pronounced

the poison effect was neat. i also like that the end makes you type the full name of Exceliber

i think the tutorial should play out even after you have defeated the enemy it is describing, i never found out what the fire type does because i beat it so fast