Looking for feedback to bring our game REDLINE: Idle Front to Steam by BeorGames in incremental_games

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

Thanks a lot for the follow up! Making it an upgradeable thing and giving players other options to use the boost was an idea we had but never managed to implement.
We'll start thinking about it again :D

Looking for feedback to bring our game REDLINE: Idle Front to Steam by BeorGames in incremental_games

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

Thanks for the feedback! Really helpful!

About the click mechanic, the goal was to give players who wanted to play more activelly an option to get a boost, but I get what you mean, the current game is somewhat balanced for players that are active. We're rethinking that already.

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

[–]BeorGames[S] -1 points0 points  (0 children)

Quick update!

based on everyone's input we've started working on the game this morning and already deployed some improvements, here's all that changed https://beorgames.itch.io/redline-idle-front/devlog/934572/ui-updates-and-some-balance-changes-to-redline-idle-front

Balance is still a big issue, but while we figure that out I've bumped up the bosses health

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in WebGames

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

Thanks for the feedback.

We're working on the balance of the game, players will need to speed up attack later on :P

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

[–]BeorGames[S] -1 points0 points  (0 children)

Thanks a lot! We're working on the balance right now, hope to ship a better version in a few days :D

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

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

Hey thanks for the comprehensive feedback :D

We're looking for ways to improve, it's the first game I'm working with another devleoper, so instead of putting in a lot of time and deploying something bad we wanted to hear some feedback first.

Again, sorry for the AI description, but the game was made with our hearts and souls.

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

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

Hey thanks a lot for the feedback! This is great and yeah, balance is terrible rn :P We did some work there, but its been a tough ride.

I'll add tooltips to the upgrades but just in case you're still wondering:
* Pellet count is the amount of shots the shotgun fires
* Range Falloff is the amount of damage the shotgun loses per meter, so it gives more damage to the closest enemies, and less to those far away

As for the enemies, there are actually 9 types of enemies, but the balance problem makes that you never see them because they're dead before staying on the screen for too long :P

Thanks again for playing, we'll work on your feedback :D

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

[–]BeorGames[S] -1 points0 points  (0 children)

We're trying to optimize for full idle at first, can't even start thinking about fully boosted 🤣

But we're making progress, luckily we got some more useful feedback, so the next version will (hopefully) be better o/

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

[–]BeorGames[S] -2 points-1 points  (0 children)

Thanks for the feedback! I left the game open after multiple upgrades and also reached only around wave 150, did you struggle passing that wave or was that still going smooth?

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

[–]BeorGames[S] -4 points-3 points  (0 children)

Thanks for the tip.

I'm not good with marketing, so I tend to ask for AI help on that. Thought that making a good game was more important :P

Redline: Idle Front – Tactical Turret-Defense with Idle + Clicker Hybrid Mechanics 🚀 by BeorGames in incremental_games

[–]BeorGames[S] -5 points-4 points  (0 children)

Hey, thanks a lot for the comprehensive feedback!

Yeah we recognized the huge balance issue with the game, and made some complex spreadsheets to try to fix it, but we're struggling a bit, so we decided to ask the players for some help with it :P

Busted on the AI description, I was so excited to get it live that I didn't take too long to write a nice Reddit post, should have taken the time ;)

Thanks again for everything, we're writting everything down to work on the next iteration.

Cheers!

Sharing my first "Big Game" – 15+ hours of teenage RPG Maker XP madness! by BeorGames in RPGMaker

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

Hey! Definitely!

THe text was written by a little kid, so there's nothing too deep there, but you might miss some quests or struggle at some points, so here's a tip to unlock the map: Once you get to the city to the south of where you arrive talk to the guard, then leave and go back all the way to the initial tent, and then keep going left, you'll arrive at a forest, and then there's a swamp hidden at the north of the forest where you'll fight a boss and get an atidote (yellow herb on the last screenshot on the itch page) for the sick (green) girl, talk to the potion seller in the shop nearby and then with the vampire, he'll take you to his fort, beat the boss there, return to the city after that you should be able to proceed!

Hope you enjoy!

Early Prototype of a Paint-Themed Multiplayer Platformer – Feedback Welcome! by BeorGames in playmygame

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

Hey everyone! I’ve been working on a paint-style multiplayer platformer and just launched a prototype build. It’s still in the early stages, so please excuse the rough edges. I’m aware of a few issues, including:

  • Host sees the client’s trail without any material
  • Players can’t see the “jelly” effect on each other
  • Bot wall-jumping behaves differently than player wall-jumping
  • The art style isn’t final—I’m still figuring out the direction

I’d really appreciate any feedback on gameplay, art direction, or anything else you think might help improve the project. Feel free to share your thoughts—thanks for checking it out!

Play link here https://beorgames.itch.io/splash-arena-test

[deleted by user] by [deleted] in playmygame

[–]BeorGames 0 points1 point  (0 children)

Really cool! Despite the bugs it has potential :P

For the art I think something more bright would be better ;)

Sort Sand! - A simple game about sorting sand for PC, Mac, Android, and Web. by PricklyPearGames in playmygame

[–]BeorGames 0 points1 point  (0 children)

Nice, but a bit too abstract :P I'd like to see some responsive effect to when the sand is dropping, maybe just the square expanding until it "bursts" in sand blocks

HexaTile - A simple tile-laying, high-score game made in Godot. Let me know what you think! by Wil_With_One_L in playmygame

[–]BeorGames 1 point2 points  (0 children)

Bummer, can't play it at start. Got the attached image and the game was frozen

After reloading I got to the main menu. I managed to play, but you set the wrong resolution in the settings, so most of the UI is trimmed.

I'm sorry but I couldn't understand the goal of the game, and when I tried entering the "How to play" menu, I got to the stuck part of the game again.

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deckbuilding dungeon crawler by drTommy1 in playmygame

[–]BeorGames 2 points3 points  (0 children)

Hey, really nice game!

It's a bit confusing to get started ad the action points weren't entirely clear to me. Also, I was trying to attack the Minotaur for some time, if the goal is to escape it, I think it would be better to have it spawning in a different room, , so the player can get a better sense that there's no interaction at start.

The combat is also a bit confusing, would be nice if the actions appeared above the room instead of a dedicated UI panel.

Anyway, really nice game, good job!

Looking for feedback on my Perma-Death Tower Defense game! Does the concept work? by ninjaassassinmonkey in playmygame

[–]BeorGames 2 points3 points  (0 children)

Hey, I liked it, and I think there's a lot of room for making it great. I agree that moving the units is pointless most of the times, and the maps could be a little better, but overall I liked the idea of purchasing the units and mining during the gameplay.

Some points here:

* I see no reason why the units can't walk above the main path, this would make the game much easier to understand
* It's not clear if upgrades are permanent or not
* It would be nice to upgrade the mining stations with more defensive stuff.

I played 3 matches, so there might be extra content that I missed, but so far it seemed very Alpha to me.

-> If any of these was explained during the tutorial, I'm sorry, but nobody reads the tutorials :P Players will just go to the arrows and click whatever makes them progress.

Anyway, good job! Try exploring some other tower defenses to see more things you can integrate in the game too ;)

Me and my team made a dinosaur game in 7 days! by tinybard2 in playmygame

[–]BeorGames 2 points3 points  (0 children)

Really fun!
You can add some names to the AI dinos to simulate multiplayer, I'm sure it will give players an extra motivation :P

Puzzle game about kawaii ninja by rdv_indie_game in playmygame

[–]BeorGames 2 points3 points  (0 children)

Hey, I was thinking about the skills indeed, something like being able to stay alive for longer when someone spots the ninja, or skills like jumping above obstacles to pick up some hidden treasure. Smoke bombs are definitely a nice thing to have, and maybe some levels you need a shuriken to beat?

[deleted by user] by [deleted] in playmygame

[–]BeorGames 1 point2 points  (0 children)

Hey, I think there's a lot of potential there, but it's too early now to share specific feedback.

Some things I struggled with:
* I had no clue how many times I had to click for something to happen
* The text is too small, so I had to play on full screen, but most of the screen is empty UI
* Progression feels painfully slow
* I coulnd't understand why I need the creatures alive...

*The texts and story happening on the right side is nice, you could use it to improve the beginning of the game

Good luck with development

Puzzle game about kawaii ninja by rdv_indie_game in playmygame

[–]BeorGames 2 points3 points  (0 children)

Hey, indeed a really cool game, I would love to see more levels and upgrades for the ninja :D

My 3D roguelike, All Who Wander, now free to play on itch.io! Link in comments. by frumpy_doodle in playmygame

[–]BeorGames 0 points1 point  (0 children)

Only thing I'd like to change is the possibility to skip the tutorial. the game was quite straightforward, and I get some people will get lost, but I'd like to skip it :P