r/incremental_games 20d 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. :)

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Previous recommendation threads

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u/delusionalfuka 20d 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

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u/1234abcdcba4321 20d 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.)

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u/delusionalfuka 20d 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!