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Drawn Down Abyss

An action oriented platformer card game. · By DaFluffyPotato

Suggestions and Questions Sticky

A topic by DaFluffyPotato created 22 days ago Views: 136 Replies: 7
Viewing posts 1 to 7
Developer

Please leave any suggestions or questions you may have here.

just wanted to stop by and say this looks beautiful :)

(+1)

/!\ I'm french, so I'm not an english speaker, sorry if mistakes were made /!\

I know that you made the game all alone because I followed the development on twitter and I really respect you for that but I'll try to talk about the game the most objectively as possible.

I bought and played the game on steam, I sincerely love it but to be honest, objectively, I think the game is a bit expensive for what it is... If it was at least even just 1 dollar less than the current price, I guess it could be more fair. I don't know if you plan to add more features in the futur but the main reason for that is because it seems to be a very repetitive game, once you understand how to play you have nothing else to do than discover new cards and use it. The only reason to continue to play the game for hours and hours is to find new cards, and once you get those cards, you just have to spam and play on the same maps again and again...

and I'm so sad that you didn't add any steam achievement yet ! :( For a repetitive game, it's just necessary...

Positive points  : 

- The card system is very good and interesting !

- The fact that we don't know what some cards really do at first so we have to continue playing to understand by our own/unlock the description.

-  All the particular/visual effects/projectiles were very well made,  it's cool and it make the game very fun (but sometimes it's too much confusing...).

- The game is very fluid and the character/the card system is very nice to play.

Suggestions : 

- add steam achievement please !!!


Anyway, I really appreciate the game and I hope you will add more features to make it more interesting.

Good job & congratulation !

Developer

I was planning on updating the game if people liked it. I'd also like to add Steam achievements some time in the future. I think the main issue is that the rate at which new cards appear is a bit low. Once you get to the later levels (around 2,000m+), the gameplay itself becomes rather different because of all the chaos. The gameplay was mostly meant to change through the use of different decks though. I've also considered adding boss fights (and other special events) on top of adding more things to do within the levels. So far, the core mechanics have been received pretty well, so I'll probably make some updates if things continue to go well. ^-^

The fact that you made this in pygame is just unbelieveable. You've got insane skill with it!

(+1)

Really fun game! :D 

Love the graphics and the card mechanics,  which work surprisingly well when mixed with a platformer!
My one suggestion would be to add bosses, which I imagine would be really fun the the card-based combat system.

(+1)

Really enjoying the game so far! I think you've hit on something special with the core mechanics and I hope you keep refining it with future updates!

Positive stuff:

-Absolutely love that the decks are persistent between runs and that you can build your ideal deck over the course of many runs. It feels like you're crafting your own custom class and helps mitigate the burnout I typically feel in rougelike/lite games.

-Controls are super responsive 

-Art direction and color palette are beautiful

-Played at 1080 and had no performance issues or frame drops that I could see. Encountered no glitches either.


Suggestions:

-Enemies blend into the environment a lot and can just appear right ontop of you. Altering the sprites just a little to make them stand out more and/or adding sound/graphical effects to indicate when they're spawing would be a huge help.

-When you first enter a level the enemies spawn and start attacking immediately. There ought to be a slight delay, or at least you should be immune until after the initial card-draw animation.

-When you're removing a card from your deck mid-run it would be nice if idendical cards are displayed next to one another, so you can more easily see how many you have of each.

-I've only made it a little past 1000m so far, but it seems like it just goes infinitely? Might be wrong. But it might feel more rewarding if there was a clear end point. Or if you want to keep it as an infinite runner, defined break points where you get a larger reward and can take a bit of a breather between levels.


Anyways I hope that feedback is helpful! Can't wait to see what you do with this game going forward,

Cheers!

Developer (1 edit)

Thanks for these suggestions. They're very good and I'd be likely to implement them in an update. :D

As for whether or not it's infinite, it's not. There's a bar on the left of the UI that shows you how far down you are and how close you are to the end. After you've beaten the game, there's an option to play to infinite depths. The end is at 3000m. (It gets pretty crazy in the 2000s.)