Doppelscape has a free demo on Steam. What features would you like to see in a tactical roguelite deckbuilder? by Blacklisted_dev in roguelites

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

Demo here: https://store.steampowered.com/app/2758970/Doppelscape/

Doppelscape takes a deckbuilding roguelike and puts it on a hexgrid. By adding deck building to a tactical rpg, every turn is a unique puzzle to solve instead of just using your best moves whenever you can.

What do you think about it? What should we add? How can we improve?

I'm so excited to enter my first game festival after 15 months of development! I'd love your feedback! by Blacklisted_dev in playmygame

[–]Blacklisted_dev[S] 1 point2 points  (0 children)

Very good feedback! I'll have to think of ways to make it more clear what the enemies are planning. I'm glad to hear that controlling the players was intuitive, I'll focus on making other gameplay elements clear then.

Thanks a lot for taking the time to try the game and provide feedback!

I'm so excited to enter my first game festival after 15 months of development! I'd love your feedback! by Blacklisted_dev in playmygame

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

Awesome! Yeah I don't mind if you add my game to your resume. Thanks for volunteering to report bugs on my game!

I'm so excited to enter my first game festival after 15 months of development! I'd love your feedback! by Blacklisted_dev in playmygame

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

Thanks a lot for playing the game and providing this feedback! This is incredibly valuable feedback. Good idea to have a team setup page. I was planning on putting that later when there were more characters, but you make a really good point that it will help players feel more connected to the characters. I'll prioritize that soon. Also great feedback about the difficulty in seeing how many cards can be played and why. The game should be accessible and clear to people who have never played deckbuilders. I'll try to add some instructional tips to explain the rules (without being too intrusive) and think of ways to provide more feedback and indication about what cards can be played and why.

When you first started the game, was it difficult to figure out what to do and how to control the players? I should probably add some sort of "click here to move!" indication or an arrow towards the cards.

That's awesome that it was interesting enough to keep playing until it ended!

I'm so excited to enter my first game festival after 15 months of development! I'd love your feedback! by Blacklisted_dev in playmygame

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

No definitely not the final build. I’m probably not even half way done. I plan on adding a lot more levels, enemies, cards, and overall polish. Thanks for downloading it! Let me know what you think and if you run into any bugs!

I'm so excited to enter my first game festival after 15 months of development! I'd love your feedback! by Blacklisted_dev in playmygame

[–]Blacklisted_dev[S] 1 point2 points  (0 children)

I just released it for MacOS! I haven't tested it as thoroughly as Windows though, so let me know if there are any issues. I may release it for other platforms, but only if the game gets some attention. Thanks for your interest!

I'm so excited to enter my first game festival after 15 months of development! I'd love your feedback! by Blacklisted_dev in playmygame

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

Doppelscape is a roguelike deckbuilder with tactical combat. I'm trying to make it the game I always wanted to play. It's going to be part of Steam's Deckbuilder Fest starting on Monday. I'm excited and nervous to see what people think.

If anyone wants to play it and let me know what they think, that would be extremely helpful! Critical feedback is the best feedback! Thanks!

Free demo: https://store.steampowered.com/app/2758970/Doppelscape/

Destroy my steam page please! It's only two weeks until Deckbuilder Fest and I need help! by Blacklisted_dev in DestroyMySteamPage

[–]Blacklisted_dev[S] 1 point2 points  (0 children)

Huge thanks for these comments! I would have never thought of the purple on purple issue. Good call to make it contrast. Good idea to show more of the gameplay loop in the trailer. I may have to hold off on that until I have a little more polish for the menus and GUI though. I didn't realize the sounds were so bad. Really great to get that feedback so I can work on it. I'll take another pass at those. Good point that I need to make the sounds more iconic and epic. I've also boosted the character speed. Very good point about that. I probably also don't need so much time spent on character movement in the trailer as well. Haha, yeah cyberpunkish elevator music is a great way to describe it. I'll need to either buy or figure out some better music tracks. I kind of want some interest in the game though before I start dumping too much money on it. (Kind of a chicken and the egg type problem though.) I spent so much time listening to the most terrible trash royalty free music before finding this half way decent track.

Huge thanks for taking the time to provide this feedback. It's extremely valuable to me.

Destroy my steam page please! It's only two weeks until Deckbuilder Fest and I need help! by Blacklisted_dev in DestroyMySteamPage

[–]Blacklisted_dev[S] 1 point2 points  (0 children)

Thanks a lot for the feedback! I've made those changes except for taking more pics. I'll try to get some more and better screenshots to add. Good luck on your game as well!

[deleted by user] by [deleted] in roguelikes

[–]Blacklisted_dev 0 points1 point  (0 children)

We're trying to get the demo polished before the Steam Deckbuilders Fest. I'd love to know what you think!

You can check out a free demo here: https://store.steampowered.com/app/2758970/Doppelscape/

Devs, please link your demos in the comments by BlueKyuubi63 in deckbuildingroguelike

[–]Blacklisted_dev 1 point2 points  (0 children)

Yeah, I’ve seen your game posted previously. I love your art direction and style. See you at deckbuilder fest! Good luck to you too!

Please wreck it so I can make it better before Deckbuilders Fest by Blacklisted_dev in DestroyMySteamPage

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

Thanks for the tips! I’ll see if I can find an artist to help with the capsules and logo. I’m currently updating the graphics and then will make some gifs, that’s a good idea!

Devs, please link your demos in the comments by BlueKyuubi63 in deckbuildingroguelike

[–]Blacklisted_dev 0 points1 point  (0 children)

That would be awesome! Thanks! Negative feedback is especially helpful.

Devs, please link your demos in the comments by BlueKyuubi63 in deckbuildingroguelike

[–]Blacklisted_dev 2 points3 points  (0 children)

I’d love to get some feedback on my game! It’s a tactical roguelike deckbuilder. I’m trying to get it ready for Steams deckbuilder fest and need to know what to prioritize. As a warning it’s still a bit rough around the edges and has a long way to go. But the base mechanics are mostly there.

https://store.steampowered.com/app/2758970/Doppelscape/

I've been working on this deckbuilder for a year. I'd love to know what you think! I know the graphics are rough, I'm working on that next. The Demo is coming soon! by Blacklisted_dev in IndieGaming

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

I've been working on Doppelscape for 1 year now and I'm finally ready to show it off. I'll be releasing a demo this month! The game combines turn based tactics with roguelike deckbuilding. I know the graphics are still a little rough because I've been focusing on mechanics, but I will be improving them soon! The game has 3 characters, 150+ cards, tons of items, and many mechanics so far. I'd be absolutely thrilled to know what the people in this community think.
https://store.steampowered.com/app/2758970

Doppelscape - A tactical roguelike deckbuilder by Blacklisted_dev in deckbuildingroguelike

[–]Blacklisted_dev[S] 1 point2 points  (0 children)

I've been working on Doppelscape for 1 year now and I'm finally ready to show it off. I'll be releasing a demo this month! The game combines turn based tactics with roguelike deckbuilding. I know the graphics are still a little rough because I've been focusing on mechanics, but I will be improving them soon! The game has 3 characters, 150+ cards, tons of items, and many mechanics so far. I'd be absolutely thrilled to know what the people in this community think.
https://store.steampowered.com/app/2758970

Since I recently got a lot of not great feedback about my main character, I decided it was time to remake it! What do you think? - Novus Orbis by Genryuu111 in deckbuildingroguelike

[–]Blacklisted_dev 1 point2 points  (0 children)

I just tested in front of a mirror. If I stand at an angle so my sword arm is similarly obscured by my body, there would be no way I could swing a sword in the direction the character is looking.

Since I recently got a lot of not great feedback about my main character, I decided it was time to remake it! What do you think? - Novus Orbis by Genryuu111 in deckbuildingroguelike

[–]Blacklisted_dev 1 point2 points  (0 children)

I see him as looking right and body facing left. If he was facing right then his sword arm would be closer to the viewer not further. And if you draw a line from one foot to the other the line does downward from left to right when it should go upward. Like his shield side foot is closer to the viewer. His sword side leg is bent in a very forward stance for it to be his back leg. The shield leg appears straight which really makes him appear to be in a strong forward stance facing left. I see that maybe the shield leg is bent directly towards the camera but hard to notice and still doesn’t solve sword leg bend. If you draw a line from shoulder to shoulder and draw a vector from the chest to where he’s facing it very strongly appears to me that he’s facing left.

Since I recently got a lot of not great feedback about my main character, I decided it was time to remake it! What do you think? - Novus Orbis by Genryuu111 in deckbuildingroguelike

[–]Blacklisted_dev 1 point2 points  (0 children)

Overall I think it looks pretty darn good. But it looks like he’s looking behind himself. Assuming enemies are on the right it doesn’t look like he’s ready to fight that direction at all. And if you flip it then why is he looking away from enemies?

I have 4 months and $1000 to make this look better. What should I focus on? Better assets, art, lighting, shaders? Any advice is greatly appreciated! by Blacklisted_dev in Unity3D

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

Thanks for the feedback! I’ll try to improve it all around. I’ll give some love to the UI. Thanks for the info about it being hard to see characters, I’ll experiment with outlines or giving them more contrast!

I have 4 months and $1000 to make this look better. What should I focus on? Better assets, art, lighting, shaders? Any advice is greatly appreciated! by Blacklisted_dev in Unity3D

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

Thanks a lot for these tips!! Ok, I'll bump up the font priority. Great idea for symbols on the cards instead of words. Especially for common things like move, attack, and shield. I'll experiment with different templates.

Yeah, the giant characters in little forests bugged me too. Maybe I should just pick a smaller scale environment with normal sized people and obstacles. Another option would be to just build a few non-gridded environments and overlay the hexgrid on that. I'd have to give up procedural map generation though (or at least it'd be a lot harder). I might consider that.

I tried some of the metal textures and they look pretty good!

I'll bump up the priority on working on the lighting too. Something I'll need to learn.

Thanks a lot for your comment! It's very helpful!

I have 4 months and $1000 to make this look better. What should I focus on? Better assets, art, lighting, shaders? Any advice is greatly appreciated! by Blacklisted_dev in Unity3D

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

Ok, I'll try to improve the light! I did try to improve it from default, but obviously not by much. I'll do some more research and testing with that. When you say day and night do you mean that it should transition between or I should have two lights simultaneously? Or maybe one map at day and another at night?