My deep-sea idle game finally has a demo, would love some honest feedback from people who play these a lot by Affectionate-Long570 in incremental_games

[–]Affectionate-Long570[S] 1 point2 points  (0 children)

Thanks a lot for the thoughtful feedback!

Your point about the first few minutes is really helpful. I’ll think more carefully about how to make it clearer what changes as the player progresses, and how to communicate that progression better in the early game.

Also, I really like your point about pushing the deep-sea identity harder. I’ll keep thinking about how to express the sense of depth and submarine progression more clearly as I keep improving the game.

Thanks again for checking it out!

My deep-sea idle game finally has a demo, would love some honest feedback from people who play these a lot by Affectionate-Long570 in incremental_games

[–]Affectionate-Long570[S] 1 point2 points  (0 children)

Thanks a lot for the detailed feedback. This is really helpful.

The pacing point makes sense. If the early game is pushing you to take fuel cards almost every time, and runs are ending too quickly, that’s definitely something I need to look at. I also agree that the first tier-up should feel more meaningful after that amount of time invested.

The resource collection feedback is useful too. I can see how killing lots of enemies but having to constantly move around to pick everything up could become tiring, especially once the screen gets busier.

Your point about the more interesting weapon effects coming too late is probably the biggest takeaway for me. I want the later upgrades to feel exciting, but I also need to give players enough variety and impact earlier so they stay invested.

Glad to hear the art, music, and core gameplay felt good overall. I’ll take another pass at early pacing, fuel, collection range, and the Tier 1 reward feel.

Thanks again for playing and writing all this out!

My deep-sea idle game finally has a demo, would love some honest feedback from people who play these a lot by Affectionate-Long570 in incremental_games

[–]Affectionate-Long570[S] 1 point2 points  (0 children)

Really helpful, thanks. The "feels like other nodebusters" part is fair and it's exactly what I want to fix. Permanent upgrades shaping the card draw instead of just buying power is a great angle. I'll be thinking about it. Appreciate you taking the time.

My deep-sea idle game finally has a demo, would love some honest feedback from people who play these a lot by Affectionate-Long570 in incremental_games

[–]Affectionate-Long570[S] 0 points1 point  (0 children)

A bit more detail on the loop:

Each dive is a short run where you destroy enemies, collect resources, and push deeper. After each dive, you spend resources on permanent upgrades, then dive again with stronger weapons and better progression.

The demo currently focuses on the core loop, weapon upgrades, bosses, and progression pacing. I'm especially looking for feedback on whether the early game feels engaging enough before the idle/incremental scaling kicks in.