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Let's Exchange Feedback!

A topic by unaware-robot created Jul 14, 2025 Views: 254 Replies: 13
Viewing posts 1 to 4
(2 edits)

Hi :)

If you want feedback on your game, I have an ‘offer’ haha :)

I’m looking for feedback for my roguelite bullet-hell game, RogueBlock: https://unaware-robot.itch.io/rogueblock-working-title

Since a lot of people are looking for feedback here, I would like to propose exchanging feedback: We both play each other’s game for about 10-15 minutes, and afterwards leave a comment on each other’s game page.

Let me know if you’d be interested! P.S. pls no horror games or NSFW games :)

(3 edits)

I remember playng your game some time ago, it seems to be significantly improved.

Basic gameplay is good, enemy design is diverse and challenging, I played too little to talk about balance but at the first blush all options presented when game gives a choice seem to be reasonably interesting. The tutorial is simply excellent, paradoxically leaving me with even better impression than the game itself. Overall, I think this game is very promising and deserves wider audience.

Few nitpicks / suggestions:

  • I still dislike ‘chompy’ movement style on global map, especially since it does not serve any gameplay-related purpose.
  • I was overjoyed to find ‘autofire’ option in settings, but for some reason it still requires pressing ‘fire’ button once at the start of combat.
  • AB_1, AB_2 and AB_2 keybindings should probably be renamed more clearly
  • Default keybinding for dash seems slightly awkward, is it intended to be pressed by pinky finger? After some experiments, I ended up with remapping spacebar to dash and setting autofire on. Maybe default of Alt key would be better for dash?
  • Does dash have iframes? I feel like I took damage when dashing into the enemies, but I am not 100% sure
  • At the same time, zero-cooldown dash seems overpowered, maybe make it at least a second or two
  • Perhaps add stronger indicator of ability readiness, maybe even as something like ‘green dot’ directly on player sprite

P.S. If you want to test my game, https://alsoknown.itch.io/way-to-crown, I would appreciate it. Unfortunately my game is a bit more complicated, so it may take little longer to test.

(2 edits)

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 :)

(3 edits)

Do you think it would be improved with changing the animation? Or would you prefer completely getting rid of the grid based movement?

In ideal world, it would be simply free movement. I think current implementation is basically to simplify movement code, which is absolutely fine in prototype, but now in polishing stage it may be worth investing some development time.

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?

Oh, I did not even think about it. Right shift would be fine too. I suggest either renaming it to something like “L/R Shift” or, if your toolkit allows it, detect LShift and RShift as two distinct keys

Dash does not have Iframes

low dash cooldown because it allows some heavy dash-focused enemy attacks

This is also a valid design, it is just very unusual (which may be a good thing, perhaps get more feedback on this)

(+1)

Thanks for clarifying! I’m unsure about free movement tbh, I’ll think about it. I also left some feedback as a topic on your game :)

(+1)

My first impression (take from it whatever you want):

- First enmies are to boring

- there are a few enemy designs I enjoyed (the onion was one of them) and a bee ... the boss (a dragon) suddenly is far too difficult for me

- There is something in the way your shooter works that feels unnaturally for me... (you can only shoot in on direction)... i would rather should with my mouse key and shoot in ever direction i want... that way i can shoot also enmies from afar

- i don't like the "floating objects" which randomly wander over the screen

- i would like to have some enemies moving over the field not to fast and not to slow

- many of the info boxes are explaining a bit too much for me... i would rather interact with a loot box and see what it does

- for me something is missing for the game to become really immersive ... you have the "little fights which start" when you near an enemy, but after a short time it feels a bit repetive for me... if would rather have a bit fewer fights but more engaging ones and something "else" I could do as well... i think the problem is the "break" this is between battles

- I like the graphics :)

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?

Sorry for being unprecise in my language:

  • floating objects: The butterflies are fine - was talking about the feathers from the first opponent (for me it feels better if i have to dodge a bullet that shoots at me fast and then i feel a sense of accomplishment ... taking care of floating objects feels like "annoying background noise"
  • regarding flytrap: My reaction times are not the best and I'm not the youngest... so yeah probably more feedback is required 
  • Enemies moving in the overworld or in battles: I would like the enemies to move in battles all over the map (just my preference) (the mushroom enemies who can spawn from behind were also a bit annoying like i want to shoot back... but I can't
  • Indeed, the overworld is a bit boring, I definitely want to add more stuff to the overworld as well: Yeah your game gives me the vibes of something like lets say zelda where fighting the enemies is not the main objective ... but there is something you have to accomplish unlock some areas etc. ... not sure if there is an easy fix for it... and maybe it is just me
  • Maybe you want to bind your game inside the brower? so people can play directly without having to download... stumpled accross this video
  • Is there any game of yours you would like me to try? yeah if you could try out my card game i would really appreciate it... maybe it's just boring ... maybe it doesn't work in the browser ... maybe it is just too complicated ...(it's not a finished game yet... but before putting more effort in... maybe i need to fix the fundamentals... and abandon parts of it) 
(1 edit)

Thanks for the clarification! The game is already playable in browser, or did this not work for you? and I’ll check out your game!

Yeah... sorry I forgot,  I could play your game in the browser, but it was really lagging... so I had to download it

I noticed the lag too, it’s mainly at the start. I’m working on fixing it now :)

Left some feedback as a comment on your game!

Just thought about it a bit more... if your game would have no overworld and you would just go from fight to the next fight to the next fight and "weapon upgrades etc" in between ... think it would feel better for me... but you probably put a lot of effort in the overworld... don't know how you feel about it

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 :)