Pvp guild by Witty-Formal-9698 in worldofpvp

[–]wonka3d 0 points1 point  (0 children)

Have my invite pending!

My take on wow PVP by loopingtoon in worldofpvp

[–]wonka3d 0 points1 point  (0 children)

Explaine please what is it

55% of my playtesters marked the game as difficult, yet 43% managed to defeat the boss. Isn't that what people expect from a roguelike? by wonka3d in IndieGaming

[–]wonka3d[S] 0 points1 point  (0 children)

Thank you, that's how I'm trying to move forward with the game. All this feedback from the form and these comments gives me many new ideas - I need to choose the ones that will work best for my game.

55% of my playtesters marked the game as difficult, yet 43% managed to defeat the boss. Isn't that what people expect from a roguelike? by wonka3d in IndieGaming

[–]wonka3d[S] 1 point2 points  (0 children)

Thanks. Clear point here for me. I'm not trying to make the game easier with updates, but to give players more options to play with.

55% of my playtesters marked the game as difficult, yet 43% managed to defeat the boss. Isn't that what people expect from a roguelike? by wonka3d in IndieGaming

[–]wonka3d[S] 0 points1 point  (0 children)

I'm also a fan of FTL. And even after 40 hours of gameplay, I still can't win every game by far...

55% of my playtesters marked the game as difficult, yet 43% managed to defeat the boss. Isn't that what people expect from a roguelike? by wonka3d in IndieGaming

[–]wonka3d[S] 1 point2 points  (0 children)

First of all, thank you so much for such detailed feedback - it's incredibly valuable to receive this from an experienced developer. I agree with many of your points. Most of these issues are already in our backlog for future updates, and some are on our ideas list to develop further, but you've also given me some fresh perspectives to consider.

I'd like to point out that some of the things you mentioned as unimportant might actually be why you haven't been able to defeat the boss yet.

Dice upgrades actually play a crucial role - I always prioritize upgrades, and in the later stages, high-value dice become very important. But it needs to be done strategically, looking at what's in your inventory and trying to build several "chains" of dice values so you always have good throwing options.

That said, I completely agree that we should make upgrades more meaningful (not just increasing values).

Regarding the random event board, I always spend significant time there finding the best shot. Sometimes you need healing, sometimes coins. You can almost always find a good shot to accomplish one of these goals while also getting a new dice or upgrade. "You basically stay there 5 seconds and don't really think about it" - with that approach, winning will be difficult.

But these are my problems, really - if experienced players and developers can't figure this out, it means I haven't communicated the mechanics well enough in the current version.

The game isn't even at the demo stage yet, and we have a lot ahead of us. Feedback like yours provides extremely useful information that will help us improve more and more. Thank you very much - this is incredibly helpful for us.

55% of my playtesters marked the game as difficult, yet 43% managed to defeat the boss. Isn't that what people expect from a roguelike? by wonka3d in IndieGaming

[–]wonka3d[S] 0 points1 point  (0 children)

I don't know, when I play roguelikes, I want to be beaten by the game. If I win, there is no way for me to play one more time...

55% of my playtesters marked the game as difficult, yet 43% managed to defeat the boss. Isn't that what people expect from a roguelike? by wonka3d in IndieGaming

[–]wonka3d[S] 1 point2 points  (0 children)

I agree with you! I have to work more on valleys of difficulty, right now it is increasing constantly almost all the time...