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Will exchange feedback with turn-based in-browser games

A topic by AlSoKnown created Mar 23, 2025 Views: 284 Replies: 9
Viewing posts 1 to 5
(3 edits)


I develop a card-collecting roguelike, with a focus on complex builds and intellectually challenging gameplay. Although I have received some very useful feedback from players, it was mostly about basic things like tutorial and typos.

Inspired by this post, I propose a similar idea.

Post a link to you game below, and I will do my best to review it. Your game must be turn-based and playable in browser.
I will make a sincere effort to give my opinion not just on the initial impressions, but also on more in-depth things like balance, replayability, etc.

In exchange I would like you to do the same for my project:
https://alsoknown.itch.io/way-to-crown
Discord

Hey I would love to exchange some feedback for my game prototype.

https://yajeveloper.itch.io/command-weapons-html5-game

(2 edits)

First, thank you for your interest in my proposal. I am sorry if some opinions below may seem a bit harsh, but they are my honest thoughts.

  1. I understand that this is a prototype, but still a few words of description on the game page would help greatly. You can also use this to give simple instructions. For example, I have spent few minutes clicking on the every part of game screen, switched browsers and even started looking at dev console before it dawned on me that player is supposed to drag items to use them.
  2. Similarly, you can add a screenshot and describe the meaning of various numbers and elements. This way you can avoid spending time on making tutorial while still giving some hope for the new players.
  3. After some investigation, I think that numbers on item cards are: red- damage, green-health, orange-attack speed, blue -- I was unable to deduce. Also, it seems that some items have some kind of special abilities -- it would be good if they would be explained too. Again, for a prototype just listing them on game page will suffice.
  4. It seems that the goal of the game is to maximize three values: damage dealt, combat score and time survived. However, current values for damage and time are not displayed during the game and it is unclear what combat score is and how to increase it.
  5. The game is not quite turn-based :) That is not a problem, your game is actually is quite close to the genre I was aiming for in this topic. Still, maybe adding a 'pause' button would be a good idea, to give player better opportunity to think, especially if you do plan to add in-game descriptions for items?
  6. Items with health bars feel slightly strange, maybe switch to monsters/pets/units instead? This, of course, is just my impression, there is nothing wrong with items too.
  7. It feels that the game run takes too long now. Maybe start with less health and give player opportunities to increase health either during the run or as meta-progression?
  8. The core concept of the game has potential, but it seems to be lacking an important element: the progression inside the run. Basically, what player sees and does at minute 1 is not in any way different from minute 5. Some (preferably diverse) ways to increase both player and enemy power would make game more interesting and replayable.
  9. It seems that it is too early in the development to speak about balance. I am happy to look at your game again at a later date to explore the balance.

Wow. so much feedback I love it very much. I did not expect for you to write this long hahaha. Thank you very much!

  So anyway I tried your game but I think I will need more time to play your game to provide good feedback so as soon I write a useful feedback I will it immediately.  I promise that I will provide more feedback just let me take some time to play the game.

But just my first impression from a perspective of a not-so expert at card games since most of my life I played MOBA games.

- The tutorial is awesome. You let me play the game and not just a bunch of screenshots and wall of text. That is very good.

- I just got overwhelmed with the information you presented at me from the start of the game. But I guess that is normal.  It just that when I play other card games like Hearthstone and Legends of Runeterra it has less information on the screen.

Of course, take your time.
It is also not necessary to gather all the feedback in a single large post, you can post several parts if you prefer.

(2 edits)

Did you manage to play some more? Perhaps it is more convenient for you to talk on Discord?

I played the tutorial and a couple of stages with the warrior. There are some interesting mechanics with the cards. Reminded me of Slay the Spire.

Im not a big fan of a lot of reading in the tutorial in most games. I like it when you can just play the game with very simple enemies and learn the mechanics step by step by introducing simple cards and enemies like you did, but with less text. Also, there is way too much and unnecessary information when you hover over a card. I am pretty sure you do not need to explain what HP is. Then some QOL, like when you hover on a card or item and you want to hover on the one next to it, but you can't because the information window is in the way. 

(3 edits)

Thanks for the feedback!
Yes, Slay the Spire is certainly the direct inspiration, but there are also less-obvious ones, like MtG.

I am torn on the tutorial. Many players complain about it, but also many players requested it before :)
Perhaps it should be made optional...

>Also, there is way too much and unnecessary information when you hover over a card.
Yeah, it is due to recursive explanations like "Melee uses strength, so now we have to tell what strength is". I wanted to avoid the need for nested hint windows, but perhaps I should think of some other solution

>hover on a card or item and you want to hover on the one next to it, but you can't because the information window is in the way.
Try to increase the "Hint interval" in settings, and just press Ctrl if you want the hint. Maybe it should be higher by default...
I like your perspective, we can continue the discussion on Discord if you want

New release just published, with many balance and UI improvements. The exchange offer still stands :)

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After another release, I would like to get some feedback on recent additions, in particular new heroes and mechanics.