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Feedback on DEMO - Timeless Labyrinth: Celestial Conflict

A topic by Infinito Projects created 14 days ago Views: 149 Replies: 6
Viewing posts 1 to 4
(1 edit) (+1)

Hi, my games a bit like Loop heroes, where you'll strategize the best routes to take based on your current  Stats, Play, loop and improve, currently the Demo has 10 Floors.

other planned features if I continue for full release ( on Steam ) will be 99Floors, with Story mode about 2 Gods fighting each other over a chess board like game, but the game is the Dungeon itself. Player Built Dungeons, where you'll be able to make and publish your own dungeons.

https://infinito-projects.itch.io/timeless-labyrinth-celestial-conflict any feedback will be much appreciated <3

Overall, I like the concept, but I’m not a big puzzle fan, so I wouldn’t play it for long. At first, I thought it was an adventure game where I was searching a dungeon, then I realized that it’s actually a really big puzzle.

  • I can move/reduce the life bar with the mouse.
  • It took me a while to realize that I had to attack the monsters several times.
  • The little question marks are super helpful, maybe you should have them flash briefly at the beginning so that they are not overlooked.
  • A turbo mode would be great later on so that you don’t have to watch forever.
  • Highlighting which step is currently being processed would help me, especially if I get stuck.

Best wishes and good luck! Alex

(+1)

First: Thank you for the Feedback! honestly this has just made may day, waking to a well thought out and played review :)

- HP Bar, in nearly every game I've worked on, I to always forget to untick "Interactable"! also reminds me it's time I get the HP Bars / MP bars working fully!

- I'm not sure how to go about fixing the several times needing to use attack action, to make it more noticeable that you need to attack more hmm, maybe I could make it once, I just feel that's part of calculation the Dmg you deal / the EnemyHP, part of the strategy of the game, since in the future you will have higher base Attack, meaning you'll be able to go back over your Queue and lower the Attacks needed, but i do kind of see the point on easier with just needing the 1 attack, or maybe just explain it better at the start on New Game.

- I was thinking on New Game to add a tutorial, which will go through all the PopUps ( Question Marks ) 1 by one, with Next button and only allow player to start playing once they have gone through.

- turbo mode is kind of in the game already, but in a different way, with the Levels / Bonus levels you can use your Available points to Upgrade Game Speed, how many moves per second, current set at 0.25, but also no cap atm on it, along as you have the levels / points, can run at 0.001, 1000 moves per second :P, Which i do plan to make 50 - 99 floors so upgrading game Speed will be truly needed.

- That's been mention a couple of times to me about the Queue System, but slightly different ways each time, that will be improved massively soon, just working on the UI add-on soon to show which Queue is Selected and upgrading the Dungeon Queue Grid to Flash on and off showing where you're at.

Thank you so much again for taking the time to play my game, and reviewing! <3 

I tried to play the game in Firefox, but I fear it didn't really work. In the text it says that the green and purple blobs would harm me, but I didn't loose any health or anything. I could also walk through walls. I didn't gain any points either. 

Anyway I like the the concept and the music is appropriate for the style of the game. I found those texts explaining what single things would do but I didn't really understand my overall objective. I would have preferred a bigger area for reading the explanations (possibly opening up and closing as needed).

(2 edits)

Hi Smurjo. thank you for trying out the game, but i feel like you never pressed Play to get the Player to following the Blue Lines, as in giving where the player should move when you start Play Mode, Button top left*, maybe i need to explain little more, blue Queue lines on the Dungeon are free to go anywhere outside or in walls, since it's a puzzle like game you got to work out the path to take, and if you go into the play, as the Play moves around it will get the loop since he can't go in the walls.

(1 edit)

Hi, I have now played and tested your game, and I created a video with some feedback. 

The game concept and core loop is super nice, and it really works, and I have to say that I enjoyed it. 

There is currently to many small things, bugs and gameplay balancing issues, for it to be working well. I would maybe reduce some of the things that I have to do in the first couple of levels, as it starts out with "everything" enabled, and core is fun as it is, so if I were you, I would focus on what you have and make that super nice. 

What I liked about the game: 

  • The core loop is super nice, and it reminds me of the old days where I would play "Roborally" with my friends, planning ahead and see the consequences. 
  • As soon as I understood the planning, it was really working. 
  • The mana and health was a nice touch and it made the puzzles a bit more "complex" without really showing anything (nice supporting loop)

What I would improve on the game

  • The most important thing I would improve would be a small introduction, fewer elements to interact with in a first level, just to help me understand the game. 
  • It was quite overwhelming with everything exposed all at once. 
  • A thing I forgot to mention in the video, was that in the UI when hovering, two pieces of interface that belong together, are updated seperately, this is normally considered bad UI. You can look up Gestalts law of proximity. In essence, it means that the closer objects are to each other, the more we percieve them to belong together.
  • With that in mind, I would also make sure that the "planning tools" and the "plan" UI elements are close together. 

All in all, this game is really nice, and I would definately recommend that you keep working on it, it have great potential! 

Thank you so much for testing my game Infinito Projects https://itch.io/t/3658231/strategy-game-about-bunnies-building-a-rocket-gameplay... It was really helpful ;)

(2 edits)

Thank you so much for your feedback and gameplay video! Your comments have made my day.

I’ll implement several changes for version 0.05d based on your suggestions. I'll make the dungeon floors smaller and hide elements until they are necessary to create a better learning curve.

I noticed you didn’t use the keyboard shortcuts to add actions. This feature was added in version 0.04d, but I’ll address it in the tutorial.

I also understand your point about the overwhelming information. For the first dungeon, I’ll create a smaller 7x7 area and use empty space to explain dungeon and UI elements.

Thanks again for your valuable feedback. It has given me great ideas to enhance the game!