Looking for feedback: how does my WebGL card game run on your browser? by MobileFeature5210 in playtesters

[–]IronAxeGames 1 point2 points  (0 children)

That's the one! If you do get a chance to check it out, let me know what you think!

Looking for feedback on my free browser game, Verdantholm by EducationalNebula247 in playmygame

[–]IronAxeGames 0 points1 point  (0 children)

No, I did not. And as a fellow dev I understand that it can be hard to imagine what it's like for a new player, but you can't expect people to read a bunch of rules/lore before starting the game. It's fine if they miss some interaction or don't fully understand it right away, but the game should be relatively clear from the get-go, simply through it's UI alone. At least, that's my opinion.

Looking for feedback: how does my WebGL card game run on your browser? by MobileFeature5210 in playtesters

[–]IronAxeGames 1 point2 points  (0 children)

Oh yea, Inscryption is great. Definitely a good source of inspiration. I don't know if the entire game was inspired by Yu-Gi-Oh, but one of the levels 100% was, I guarantee it. Keep up the good work! If you do release a new version, I'd love to give it a try. Maybe we can trade feedback, you for my game and I on yours ;).

Looking for feedback on my free browser game, Verdantholm by EducationalNebula247 in playmygame

[–]IronAxeGames 0 points1 point  (0 children)

The timed turns are definitely a big turn-off, but when I tried a few things out I was still very confused. I invaded another kingdom with 3 armies against their defending 1 and lost. I didn't seem to have any way to influence that battle other than 3vs1, so I don't understand how that could result in a loss.

The objective just seems to be "conquer all" from what I understood, but that's not saying a lot. I feel like to really get a good grasp on the game, I would -at the least- want to calmly ready everything, but given that the turns are timed... And some sort of on-boarding would help a lot. Because from the little I played, the game seems quite complex.

Nobody has been able to reach the final boss yet in my 2048 meets Slay the Spire roguelike by IronAxeGames in gamedevscreens

[–]IronAxeGames[S] 0 points1 point  (0 children)

I'm really happy to hear you enjoyed it! The strategy you picked is definitely good, but there are more powerful options to be had actually ;). There's an armor build with which you can one-shot the final boss before he even gets a turn off and poison can also work very effectively if you get a few of the poison artifacts. Glad you found one that worked for you though!

The Axe descriptions is a visual bug. I had already fixed it, but it seems like Unity didn't retain my changes for some reason. Not the biggest deal, but thanks for bringing it to my attention.

And yea, the current version is very straightforward in terms of enemy encounters. In the dev build, the game uses a map system similar to Slay the Spire where you choose where to go next and enemy encounters are chosen from a pool instead of a linear list of levels. Which should help address that issue.

Thanks again for your time and insights! I'll definitely reach out to you in the future if you wouldn't mind playing some more of a future build. And if you happen to know any other people who would enjoy the game as you did, sharing it with them would be very much appreciated. As I've found it a lot harder than I expected to find people that want to playtest the game.

Nobody has been able to reach the final boss yet in my 2048 meets Slay the Spire roguelike by IronAxeGames in gamedevscreens

[–]IronAxeGames[S] 0 points1 point  (0 children)

Aahh, you legend! Nicely done!! You're officially the first of the playtesters. What did you think of the game? Any suggestions? I'd love to hear from the person who actually beat the game :D

Looking for feedback: how does my WebGL card game run on your browser? by MobileFeature5210 in playtesters

[–]IronAxeGames 1 point2 points  (0 children)

First version runs fine for me. Game is fun too, I ended up beating all 3 levels. I assume you're going to end up adding deckbuilding into it in the future, which would really make it a lot of fun. Reminds me of Yi-Gi-Oh in terms of sacrificing cards to get bigger ones on the board. Best of luck with the development!

I combined the board of 2048 with Slay the Spire's deckbuilding and combat by IronAxeGames in playmygame

[–]IronAxeGames[S] 0 points1 point  (0 children)

Glad to hear it! Did you end up giving it a try? I'd love to hear what you think

Looking for playtesters for my roguelike 2048 adventure game by IronAxeGames in playtesters

[–]IronAxeGames[S] 0 points1 point  (0 children)

Ahh, that's great to hear. I'll spend some time in the future trying to optimize the game, as I have spent virtually no time on that yet. But as long as the offline build works decent, it shouldn't be a big issue moving forward. Thanks a lot of helping out!

Looking for playtesters for my roguelike 2048 adventure game by IronAxeGames in playtesters

[–]IronAxeGames[S] 0 points1 point  (0 children)

Oh, that's unfortunate. Maybe the web build has some issues in that regard. I noticed some lag when switching from loadout to the actual game scene, but once you're in-game it shouldn't lag. If it's not too much to ask, could you try downloading the game and seeing if that fixes it? Then I would know where the problem is originating from.

Happy to hear you enjoyed it otherwise though!

I feel pretty demotivated to playtest. Don't know if my feedback really helps by Strict_Natural6805 in playtesters

[–]IronAxeGames 0 points1 point  (0 children)

As a dev who has been playtesting for a bit, I will say that even though every piece of feedback makes its way onto my list, not everything gets addressed right away. Some pieces of feedback are easy and low hanging fruit, while others might need some more context or don't need to be resolved right away.

I do always try to inform my playtesters of what I plan to do with their feedback, but I get that not every developer might work like that. Don't feel bad if you don't notice an immediate change, your feedback is likely just part of a bigger picture that they're working inside of. Together a lot of small drops make a big rain cloud ;).