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Join the playtest to play and test the game: https://t.co/R36srZ1QNe
New content coming soon! #solodev#indiegame
Do you also hate it when games work slower than your brain? I'm trying to make it super responsive, but I need your feedback. Thank you!
#solodev#deckbuilder#roguelike
@LokoHS Yeah, that's where I struggled: I want to have nice animations and a proper feedback, but at the same time I want it to be quick and snappy to not break the flow of your combo play. Maybe it could be a setting.
Do you also hate it when games work slower than your brain? I'm trying to make it super responsive, but I need your feedback. Thank you!
#solodev#deckbuilder#roguelike
@ment4lfortress A hotkey for each card?! Interesting... never thought about that. But I guess I can do that π
Checked RUNGORE on Steam, and... excuse me, but what is that screenshot with a hand of 100 cards?! π¬
@PondsideGames I agree that sometimes it's better to slow down. To show the weight of an action, to better sell feedback, to create a proper mood... It all depends, as you said.
@theEskaton Omg! That's so detailed! I now know exactly what to fix and what to improve! Thank you so much! β€οΈ
And if you ever need someone to test your game - count me in!
As I promised Honest Feedback for @ArtroDev
In general i liked the Skydeck Swords. I love the idea and artistic vision and i thing game have huge potential.
1. Pluses:
+ Audio-visually it looks/sounds great!
+ Game feel, all animations, particles, shakes etc are in point!
+ UI looks fabulous, love tooltip structure, UI animations, effects etc.
+ Nice atmospher and mood,
+ I like ideas behind combat design and importance of positioning in combat.
2. Minuses:
Pacing:
- Pacing is for me weakest point of the game.
I feel tension all the time, there no space for relief, check my deck/artifacts, plan next setps.
I know it's turn based game and in theory there's no pressure, but in practice becouse combat never ends there's no feeling of satisfacticon, vicotry, rewarding.
You could every few waves make moment of peace, like you do during introducing moduls, but instead show trading ship, some shipwreck with treasure or other reward, event with decision, anything which break constant battle.
I was really tired after finishing demo.
UX:
- Enemy attacks - who they attacks and how they works etc wasn't always clear for me,
- Info that killing this enemy gives me gold, this cards and this maybe artifact would be awesome. If this infromation is there, i didn't saw it.
- Scrap cards are misleading. You collect them as cards, so i thought it works like standard cards with exhaust which goes to the decks.
But instead few turns later i saw they shows near my deck, but no longer they looks or behavie like a cards. There's no feedback after clicking them, no highlight when are active, no arrows which would suggest that i should select the target etc. For sure you need to add feedback to them and decide: are they cards and make them looks and behave on ui as cards or change them into some kind of consumables etc like for example potions from Slay The Spire.
- Run progression and how it's tracked. Currently its only number X/25. There's lack of informations what lies before me, what i should expect and prepare for. I can't choose a path etc.
Thats no information and lack of player agency in this.
Multiple ships:
- I understand why you want to add multiple ships but you need to make some changes to having more then 1 ship pros not cons.
At the moment it's much easier to use 1 ship (and sacrificed other). With one ship you can focuse 100% on it, is much easier to positioning with one ship, and use enemy's side attacks against them.
- I miss some unique, powerful cards which can be used only by one ship class. It could add more sense to multiple ships setup, and make loss of that kind of ship more painful.
3. I would add:
+ Option to remove cards in Deckbuilders is crucial.
+ To make game feel even better i would add different attack animations or at lest particles depend on amount of attak damage, now its the same when i deal 10 dmg and 80 dmg,
+ I would reward player's more often and with some powerfull rewards. I saw you have artifacts in shop, but i think i didnt get any of them as reward.
+ 'Discard All' button would be awesome, often i have more then one card i want to discard but i need to to this one by one.
+ Option to see whole deck.
+ I like events with decistions to make in that kind of games. They adds a little bit resource managment, agency and often expand information about the game world.
Most of minuses are minor problems/bugs, but I would consider whether the progression and pace are truly meeting their goals and producing the effect you expected.
Good luck! Fingers crossed and for sure i will test final version of Skydeck Swords!
#indiedev #indiegame
Your ships can level up! Each one has its own small talent tree, so the goal is to build a fleet with synergies... and then still die to the boss π
#roguelike#deckbuilder#indiedev
Meet the Merchant! Heβs just passing by - don't hit him too hard.
Also, I have a question: do I need to add more juice? I feel like Iβm lacking at the juice factory. Be honest!
#gamedev#indiedev#pixelart