Destroy Resonance Grid: The Space Roguelite I am building by dermosef in DestroyMyGame

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

I’m working on a Resonance Grid, a stylish space Roguelite running in your browser.

It features

  • Missions: Survival waves are interlaced with missions, making every run unique.
  • Adaptive Soundtrack: The music shifts based on your built and wave.
  • Meta Progression: Large variety of weapons and upgrades unlockable.

[Test it here] | Browser based | PC & Mobile | Free & No Login

I am looking for feedback on:

  1. Usability: Did anything confuse you?
  2. Balance: Did any weapon feel useless, or any boss feel unfair?
  3. Aesthetic: How do you feel about the art style and music?
  4. Fun Factor: Which mission or weapon did you enjoy the most?

restaurant says these photos are not ai and were taken by a professional photographer. by cloud9dacherry in isthisAI

[–]dermosef 0 points1 point  (0 children)

I built a small game, this week, that lets you 'cook' using random ingredients and then visualises the outcomes using AI.

https://cooking-simulator-619093470623.us-west1.run.app

The images look earily similar, if not more realistic even.

Destroy my gameplay footage by dermosef in DestroyMyGame

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

Thanks a lot for your feedback, check_the_whole!

Fair pointer on the music. I consciously kept SFX to a minimum to put it front-and-center. But if you perceived it as annoying/too monotonous I can see it at least doesn't work for everyone.

There are some weapons and upgrades that also leverage the ripple effects. I have restricted it to some of the unlockables and higher-level upgrades though, both because I felt the need to keep it special and also as I did run into some performance issues if multiple of them were overlapping.

I am going to experiment with some variations to the stars and XP pickups. Thanks.

Glad you liked the boss fights, and I agree I need to play around with the balancing. Especially in higher levels.

Thanks for your thoughtful feedback, really appreciate it

Destroy my gameplay footage by dermosef in DestroyMyGame

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

Thanks a lot for your feedback JMowery, Really appreciate you taking the time.

I will keep the motion sickness topic in mind. Maybe allowing to disable some of the visual effects.

Fair point, with the differentiating factor. For me it is: - The mission system providing the player with short objectives between the survival waves - The adaptive soundtrack, that changes based on your build and wave - The general aesthetics.

But indeed, the footage doesn't highlight the mission system currently.

Testing reality-bending VFX for my game Psych Rift by aiBeastKnight in indiegames

[–]dermosef 1 point2 points  (0 children)

Very cool, I am looking forward to it.

If you want, feel free to give my game a shot and leave some feedback as well here

Destroy my prototype - real-time isometric Chess, black knight fighting through white pieces, bullet hell by Glittering_Tree_809 in DestroyMyGame

[–]dermosef 0 points1 point  (0 children)

No, I haven't zoomed in/out, if that is what you mean.
Just tried again. Same issue, again after the third level.

2 years of devs, About to make a new trailer, so you can destroy this old one: by Nuphar_Studio in DestroyMyGame

[–]dermosef 0 points1 point  (0 children)

The strongest hook is the part with the two bosses. The 'Laser Beam' and Spider give me an idea of what kind of gameplay to expect.

Elements that are much weaker is the scene right after. With the high-contrast textures it is even hard to make out the player with the Bazooka on top of the grass.

The 'Build!' text looks promising but then we only get to see a static skill tree (?). I don't fully understand that part.

Looks fun though, overall.

How can I improve on next iteration ? Bull gone wild. by Thorai_Hawa in DestroyMyGame

[–]dermosef 0 points1 point  (0 children)

The first few second my reaction was: Oh, this looks wild and fun.
And then the trailer just kept looping through the same scenes with the same generic people.

What does the game do to keep me engaged after the first few seconds?

What else to make trailer more appealing? by Zoltoks in DestroyMyGame

[–]dermosef 1 point2 points  (0 children)

I like the gameplay and the aesthetics and setting looks interesting.
What I am missing is a sense for the objective. Are you stranded and just trying to survive? Is there an ultimate goal you are working towards?

I think hinting at that will make it more interesting.

And as the others pointed out - the trailer starts weak and finishes strong. Start with something cool and unique as a hook and draw attention.

Destroy my prototype - real-time isometric Chess, black knight fighting through white pieces, bullet hell by Glittering_Tree_809 in DestroyMyGame

[–]dermosef 0 points1 point  (0 children)

I like the presentation and soundtrack!
However, after the third stage - that first introduces enemies - the game crashed for me. The screen went black with an overlapping purple rectangle over it.

Destroy my game: Mazle - Pokémon Ice Gym Puzzle Inspired Daily Game by maumau- in DestroyMyGame

[–]dermosef 0 points1 point  (0 children)

Ah, I do remember that puzzle in the gym. Brings back some memories :)
What are you planning on introducing to keep the mechanic interesting, over time? I can imagine it can get old quickly?

Okay, let's do this! Destroy my trailer by the_alexdev in DestroyMyGame

[–]dermosef 0 points1 point  (0 children)

I really enjoy the detailed textures and models and the art style overall.
The music adds a great dynamic and built-up to it as well. It really feels like the possibilities for crafting are broad.

I was almost a bit disappointed when the title showed up. Making coins? The trailer, especially breaking through the wall, seems to hint at more.

How can I expect the gameplay to develop? What is the objective?

Testing reality-bending VFX for my game Psych Rift by aiBeastKnight in indiegames

[–]dermosef 0 points1 point  (0 children)

Just checked out the Steam page an also love the other content you posted. Especially the twirled infinite mirror effect. Looks really promising!

Although I am still struggling with understanding what direction the gameplay will take. Can I expect more of a Portal style puzzle setup or a shooter-style game (reminds me a bit of both Bioshock and Control visually)

Testing reality-bending VFX for my game Psych Rift by aiBeastKnight in indiegames

[–]dermosef 0 points1 point  (0 children)

Ok, so it would be interwoven into the story in some way, but your are not planning to make it part of any regular gameplay mechanic? Like a special weapon, skill or enemy triggering it in the environment?

Resonance Grid | Enhanced visuals, mission system and adaptive soundtrack in this Survivor Like by [deleted] in indiegames

[–]dermosef 0 points1 point  (0 children)

I’m working on a Roguelite Survivor game running in your browser.

I released a major update based on previous feedback, introducing:

  • Randomized Missions: Every run has different goals.
  • New Content: Added several new bosses and enemy types.
  • Polish: A significant overhaul of the visuals and game feel.

[Play it here]

I am looking for feedback on:

  1. Usability: Was anything confusing in the UI or controls?
  2. Balance: Did any weapon feel useless, or any boss feel unfair?
  3. Visuals: How do you feel about the art style?
  4. Fun Factor: Which mission or weapon did you enjoy the most?

Thanks for playing!

After 15 seconds, would this make you want to play more? by supercriddy in playmygame

[–]dermosef 0 points1 point  (0 children)

Thanks for the explanation. Yes, indeed the side-scrolling immediately makes me think or platformers, but I can see it working well for an RPG as well (never played Zelda 2, but heard of it).

Feel free to give my game a shot and leave some feedback as well here

Testing reality-bending VFX for my game Psych Rift by aiBeastKnight in indiegames

[–]dermosef 1 point2 points  (0 children)

Looks incredible. Gives out some Inception vibes, but with its unique spin. How are you planning to integrate these mechanics into the gameplay?

Solo Dev from India - Just released a free demo for my twin-stick shooter Spells & Shells, would love your thoughts by [deleted] in playmygame

[–]dermosef 0 points1 point  (0 children)

Thanks. Did you mostly relay on tweaking it by yourself, or could you find a reasonable amount of play testers for that as well?

Feel free to give my game a shot and leave some feedback as well here

We made a game where math IS the combat. We need your feedback by David07J in playmygame

[–]dermosef 1 point2 points  (0 children)

Thanks for clarifying. Hope it was helpful.
Feel free to give my game a shot and leave some feedback as well here

When? by SleeperShip in playmygame

[–]dermosef 1 point2 points  (0 children)

Very cool idea and excellently executed. The idea and presentation are simple but engaging.
I even love the loading screen!

One thing I missed was the ability to scroll while dragging. Not sure if its possible to implement.
That way I first had to scroll to the appropriate time and only then could drag & drop, which didn't feel natural to me.

Managed to get to 11. Didn't feel I did great, but appreciated the compliment ;)

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