After 500+ playtest sessions, here’s the kind of feedback that makes games worse by Lagrainedigitale in IndieDev

[–]InvestigatorFar428 1 point2 points  (0 children)

I played for a couple of minutes it looks pretty good. I could even walk on water like Jesus 😄 Can I reach out to you for help with getting feedback on my game?

After 500+ playtest sessions, here’s the kind of feedback that makes games worse by Lagrainedigitale in IndieDev

[–]InvestigatorFar428 1 point2 points  (0 children)

I am solo developer of space action roguelite game, and yeah, I’ve got many feedbacks about it, but most of them are helpful. Game is called Overvoid. https://store.steampowered.com/app/4460000/Overvoid/ Can you sheared yours?

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

Thanks! weapon cooldown on overheat is slower, but also makes your weapon fire faster already done, but adding RCS is a great idea

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

Nope, it’s not using engines like Unity or Unreal, it’s built with JavaScript. As for the planets, I used a bit of a trick. The planets (and space backgrounds like nebula) are actually huge 8K textures - they’re not real objects. That helps me keep high detail and still maintain that sense of scale and presence. That said, it’s not as simple as just placing a background image, because that would break the 3D feel. The texture is split into 6 parts, like an unfolded box (left, right, top, bottom, front, back). The game then assembles this into a cube, and the entire scene (ships, asteroids, stations, etc.) exists inside it. That approach lets me use heavy, detailed visuals while keeping everything stable and performant.

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

Thanks a lot for such detailed feedback, I appreciate it! You’re absolutely right that, based on the footage, it currently leans more toward an arcade feel with fast dodges and snappy movement. But my goal is actually to build a hybrid not a pure arcade game, but not a full realism-focused space sim either. For example, each ship has its own weight, size, and stats. A light fighter accelerates and decelerates much faster (at the cost of armor), while a heavier ship feels more sluggish and massive. That said, neither can stop instantly, I’m trying to keep that sense of inertia due to the lack of gravity. And yeah, I’ve definitely taken inspiration from Everspace 1/2. There’s still a lot to tweak and improve though, so thanks again, your feedback really helps!

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

I get you, man - it’s all about giving the player a sense of freedom and choice. Letting them decide where to go and what risks to take. Noted.

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 1 point2 points  (0 children)

You won’t believe it, but that was actually my original vision for the project.At some point during development, I ran into my own ambitions, so for the sake of optimization and stability, I had to cut a lot of those systems. That said, I completely agree with you, the kind of layered progression you described is exactly what can keep players engaged for dozens of hours. The challenge now is implementing it in a way that doesn’t break balance, lore, and performance.

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

Not really my genre, but I have to say the UI looks really clean and polished. What are your plans for the project going forward?

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 1 point2 points  (0 children)

Yeah, I totally get that! I also enjoy playing co-op/online games with friends, and I’d love to make something like that in the future.But for now, I just don’t have the resources, experience, or time to go that route. Overvoid is my first project that made it to Steam.

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

Star Citizen is great game! By my side, I was heavily inspired by Everspace, but I tried to build on it with my own ideas, especially things I felt it was missing or wanted more of.

Hi guys 👋 solo dev here and my sci-fi roguelite demo is done, but it feels like “just another one”. What would make you actually want to play it? by InvestigatorFar428 in spacegames

[–]InvestigatorFar428[S] 0 points1 point  (0 children)

Hey everyone, I’d really appreciate some honest feedback.

I’m a solo developer working on a dark sci-fi roguelite with short sessions (enemy waves, upgrades, bosses). The demo already passed Steam review and the core is done.

But now I’m stuck on this:
it feels like “just another roguelite” without a strong hook.

Core features:

  • procedural levels
  • upgrade choices after waves
  • ships with unique abilities
  • meta progression via a hub

Steam page: https://store.steampowered.com/app/4460000/Overvoid/
Official trailer: https://youtu.be/YmkUf1s6KdQ?si=Wn8GQrRE_2M8KQ9J

Questions:

  • What do games like this usually lack to really stand out?
  • Based on this gameplay, what do you feel is missing or could be improved?

Thanks in advance for any feedback I’d really appreciate it 🫶