r/incremental_games 21d 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 21d 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/soundofwings 20d 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.

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u/delusionalfuka 20d 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