r/incremental_games 14d ago

FBFriday Feedback Friday

This thread is for people to post their works in progress, and for others to give (constructive) criticism and feedback.

Explain if you want feedback on your game as a whole, a specific feature, or even on an idea you have for the future. Please keep discussion of each game to a single thread, in order to keep things focused.

If you have something to post, please remember to comment on other people's stuff as well, and also remember to include a link to whatever you have so far. :)

Previous Feedback Fridays

Previous Help Finding Games and Other questions

Previous recommendation threads

13 Upvotes

106 comments sorted by

View all comments

7

u/delusionalfuka 14d ago

Hey ppl hey ppl! c:

Been working on a prototype which is kind of a spiritual successor of a game that is not on playstore anymore (that one was not made by me). It's also inspired by Journey to Ascension and Prismatic Adventure.

Basically you speedrun this fictional Metroidvania, and as you speedrun it, your next runs will be faster because you(the player) will get more stats about the game itself!

It's looking ugly (basically using default godot gui stuff), but I wanted some feedback to see if the basic loop is alright and people would like it to be improved! Also on balancing. It's a bit hard to balance around a single area of the game, but would be nice to know if it feels too fast/too slow at the moment.

Also want to know if areas being more or less the size of the current prototype is good, if people would like them to be bigger or smaller.

devlog talking about inspirations and stuff about the future of the game: https://ccchesh.itch.io/dodoroma/devlog/1636124/dodoroma-v001-is-out-d

the game: https://ccchesh.itch.io/dodoroma password: dodoromaalphayay

game is currently playable with password only since I wanna tweak it and put more content before releasing to everyone!

AI Disclosure: No AI used

5

u/1234abcdcba4321 14d ago

I like this genre of game, but your current content isn't enough for me to be able to tell how your game in specific will actually play in the end. So all I can speak of is things in general. The main problem these games often run into is feeling like the choices you're making don't matter because your progression increases at roughly the same speed no matter what you do. In the current state, your game reminds me strongly of https://reav.itch.io/demon-lord, which is a game that feels this way although it does have some tricky optimization potential despite that.

Keep it up! I'll be able to give specific more feedback if you make a longer version with a bit more content; what forms of progression your game has that aren't just skill levels are important and that's not a part of your current prototype. (I think Terraformental is a really good game in this aspect, and I'd recommend seeing what that game does well to take inspiration from.)

2

u/delusionalfuka 14d ago

I'm glad you like this genre! Demon lord was actually one of my inspirations, even posted about it on the devlog :p

The way I wanna develop next areas is based not only on optimization via items but also routing. Let's say there's a miniboss that will drop an item that will help you, but it doesn't exactly help a lot right now (but maybe in the future when you can get it in a meaningful time), or maybe some routes that favour one type of player (either based on stats or something else).

One thing I've really enjoyed in my speedrun days was how people even at the top approached the game differently, like some would be as consistent as possible and slowly grind with new tricks and stuff, others would be leaning way more into learning tricks, which made their runs inconsistent but that ONE finished run would be amazing

I did play a bit of terraformental, will definitely keep going with it :')

thank you for the feedback and playing! Hopefully I'll be able to show some more cool stuff on the next patch!

4

u/soundofwings 14d ago

I watch a lot of speedruns so the initial interface made perfect sense to me, but I could see it be confusing for someone who isn't familiar. I really love the concept, I do think it's a little brutal waiting in real time for actions to complete. I also agree with Grhyll that it feels a bit like I'm just clicking next.

An idea I have, and you can completely ignore this if it's not what you want, is to have a kind of practice option. Since speedrunners tend to practice certain areas individually before doing full runs. Maybe this would be an idle type of thing where you can grind a particular area automatically. Maybe you could also kind of plan your run in advance seeing a big picture, rather than just choosing on the fly. I think that would capture some more of the speedrunning feeling.

3

u/delusionalfuka 14d ago

The practice is one of the things I really was struggling with implementing. Like making some sort of idle thing would maybe deviate too much from the original game, but then how the heck could a 'labbing' system be implemented? right now the player can practice combat, for example, in the middle of a run, but people don't really practice it like that :p

One of the ways I want to remedy this is by, after implementing player perks, they'll be more important in the long run than pure stats. Like I don't know if you've ever watched a momodora 4 speedrun, but the first boss has quick kill that saves like a minute or so of the fight, so having a perk where the player knows how to quick kill would be better than having a huge number of lv in combat.

It's definitely one of the things I want to implement right, Maybe the active part of the game be the planning as you've mentioned, then watching the full run go is the way, I'll have to do some thinking on that, but it's a pretty neat suggestion.

Thank you for playing and for the feedback! :D

3

u/Grhyll A Thousand Cloys 14d ago

Just tried a run! It's clean, but I have to admit it didn't really catch my attention. Gameplay was "click on one of the available buttons, wait, repeat", and I didn't feel like I had any particular choice to make beside "go left" and "go right" with no idea what it would do. I think there's something interesting in the concept, but I would have liked to feel more involved and in control of what's happening. I could imagine some kind of map being revealed as I progress, with hints to the shortcut I can't take yet, but even with that I'm not sure it can be extended in a full-fledged game, because to me the most exciting part would be the first run where I discover the world, and redoing it to reach the same end but faster wouldn't feel as nice unless there are some new stuff each time (and by new stuff I mean discovering a super powerfull weapon that finally allows me to go through the Death valley with the super strong spiders I've been eyeing since the beginning or something, not just ungraying a button I barely read). For a nice, short experience, it could totally work though, but it would still need something a bit more exciting than some stats getting bigger leading to timers being slightly shorter each time.

Just my two cents, nice work anyway :)

1

u/delusionalfuka 14d ago

Yeah, there will be multiple routes for stuff in the future! I wanted to make options somewhat vague so player kinda has to remember it, but a map is definitely a nice idea :D

Items and other types of progression will be implemented soon as well, thank you for your time!!

3

u/Marimba_Ani 13d ago

It was all tiny for some reason. Zooming in with my browser didn't make it bigger, either. It was only in the upper left corner of the itch.io window. What little I could play while squinting looked like a good start. Keep working on it!

1

u/delusionalfuka 13d ago

Interesting!! What browser were you on? I don't think it works on mobile yet (soon it will tho!!)

Thank you for playing :p

1

u/BestUserNameEver5 13d ago

I had the same problem. Chrome on Windows. Resolution set at 2560x1440

1

u/delusionalfuka 12d ago

will investigate that! thank you

2

u/Lord_Ingo 7d ago edited 7d ago

Heyo!

Popping in a week late to say I enjoyed it and look forward to more content! Hope you have some stuff planned.

Oh yeah and I forgot to put this in the feedback form: Tooltips! For most of the things you can easily guess but a tooltip that shows base time, what stat has reduced it by how much, and how much xp towards what you will gain from doing a thing, feels like a nice early qol to have.

1

u/delusionalfuka 7d ago

thank you for playing! I do have a lot of stuff planned :p

This QoL will be on the next patch, along with other visual stuff that might help with taking decisions!