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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

A tower defense that focuses more heavily on the resource allocation. Interesting idea. 

So while I was playing this, I never felt like I got a good sense for what buildings were what, nor what the full extent of each building was. Some buildings I did catch on, but it wasn't immediately obvious.

One of the big reasons for this is because the tutorial only covers a few ideas, with a lot of focus being around the Gold Doubler (a concept I'm honestly torn on). Another is because the arrangement and graphical design of all of the buildings feel too similar. However, what I felt was the biggest reason was because of the UI itself. It took me a while to understand that buttons on the bottom left were for upgrading towers. Meanwhile, you also have a completely different set of upgrades in one building that's named for what I consider to be a huge political problem going on in a certain country and thus it's reminding me of those problems.

Putting in order of what I think is most to least important, here are some ideas I feel can help improve the game:

1. Overhaul the tutorial to teach more and make it very clear what each thing does. Also, remove that whole "upgrade to end the tutorial." In fact, the whole "tutorial" menu should be removed as it throws things off.

2. Change up the UI to make it easier to discern what a player is doing. This would go hand-in-hand with the tutorial overhaul.

3. Try to make the buildings look more unique so players can more easily discern what each building is instead of relying on the icons. While doing so, try to remove sub-menus in these buildings.

4. Change the name of the one building I brought up.,

5. Introduce a pause function that allows the player to still interact with the buildings and such. That way, a player can take their time to go through things in case they're not sure what each thing does instead of being forced to still focus on playing the game.

Also, more sounds. Music, sound effects, just something more. It's so quiet. D:

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Hey, thank you so much for taking the time to play the early demo and writing this lengthy and important feedback! This is my first project with no prior programming or game dev experience and it has been a very long ride! It is also my mission to make this game the best it can possibly be no matter what it takes.

For the names of buildings, it was just making fun at some bad IRL systems (for example the Payday Loanz) and other systems as well. It was not meant to be offensive to anyone in any way and I apologize for this.

I saw your VOD and took a lot of notes on areas that need improvement and complete overhauls - one of them obviously being the tutorial. I have a lot of work to do to improve the game which is a good thing in the end and I thank you again for the feedback!

Wishing you the best!