u/ChaoticPromiseTFA
Looking to Release a Demo June 1st - Really need a last hoard of playtesters to help me find issues before release. Got time to try my game?
Hi Survivors,
I have been posting here for a while now and with my new trailer I would like to ask all of you that can to jump in and playtest my game. I really really need the feedback in any shape or form. I am sure there is a lot that can be better but I need help spotting it. So if you got he time. Please try my game and get back to me with feedback.
Since last time I made a lot of updates including steam deck improvements. Performance improvments. Hardwaredetection. More upgrades, customizable projectiles, mega elites and more, updated UI, narrator tutorial and more :).
I just pushed the newest update.
The playtest is open and no keys are required. It's on Steam just search for Master of Chaos.
Thanks to anyone whoplays the game and gives me some feedback :).
How is the pacing? (5 in difficulty is low for new players)
Is it fun?
What do you miss?
Huge bugs?
What can be improved?
What grass and details level looks best?
Anything else! Any feedback is much needed! Im all alone on this project so after some time it really becomes hard to see the flaws with noone to sparr with.
Also if you got feedback and the new trailer thats also good but the playtest is where I really need the help :).
Customizable projectiles - Overcomplicated or fun as hell?
Hey!
So I made some updates to the game now. A new pausemenu and a lot else but I espesially want to know your thoughts about the customizable projectiles.
In short. You can pick up upgrades that changes the spawnpattern and the movement pattern of your projectile. Not just that you can also stack them together and change the order of their dominating tier to change thje pattern entirely.
I know its a long video but if you got the time, check it out and get back to me what you think! Is it fun or just a gimmick?
Heres is the full video: https://youtu.be/vARxGVIvexk?si=Zv4LWaX9t00otqel
What is your favorite Roguelite upgrade?
Hi!
I’m looking for inspiration snd thought you could help. I am developing a roguelite with bulletheaven aspects.
What I Have (~120)
I do have many elemental, elemental procc, basestat, stomps, auras, extra enviromental attacks like thunder, meteors, bows, swords hammers and some mecanichspecificnupgrades. The extra attacks have some upgrade items that goeas forall extra attacks (attackspeed, extra damage, wider area).
Whats on the way
I have some shootingpatterns on the way.
Shield and defensive items like projectile with a projectile deflecting aura etc
What I need
Now I am lolking for some upgrades that is a bit more fun and change how you play aswell as upgrades that isnt just more damage etc. To me the first thing that comes to mind as a favorite is Binding of Isaacs Brimstone, mostly damage but also makes you play with a more sweaping style in the movement.
What is your favorite upgrade from a roguelite or any other game? Do you have a upgrade you would like in a game tjat noone has done before you would like to share?
I updated my game to be more of a Survivorlike BulletHeaven Roguelite - What do you think?
Hello everyone!
A few days ago I did a post here to check out my game and trailer.
Since then I received a lot of feedback and fixed UI scaling issues but also did some huge changes making the game more like a bullet heaven, survivor-like, horde-like.
The game is in open playtest and I just pushed the new version. Try it out for free, no keys needed. It's on Steam.
Please get back to me with any feedback.
Hey!
I am the developer of Master of Chaos. A game inspired by Risk of Rain, Megabonk and others.
I have some unique mechanics I would love to hear some feedback on.
Counter and deflect system: During the run you can counter attack melee attacks and deflect projectiles if the timing is right. If you miss the timing there is a 2 sec cooldown. If you’re good you can chain counters through hordes of enemies. This is what people liked the most so far.
Combometer: kill an enemy and get a combo. Every 5th grants you temporary stat bonuses. Keep the combo up and don’t lose it. If you do, you lose the stat bonuses as well.
Break the game mechanic:
You don’t have to beat the boss. You could just break the game to win. Two ways: conditional and hardware.
Conditional: the goal is basically reaching absurd goals for the level like kills, combos, counters, upgrades (getting overpowered).
Hardware: if you really like breaking game engines. This is for you. No conditions. Just get so overpowered and kill so many enemies. So many upgrades that the game engine can’t hold 30fps. If you achieve that… the game will hand you the win.
It’s on Steam and the playtest is open. Just search for Master of Chaos and jump in. Bring your worst, the engine deserves it.
That’s it for short. Expect some rough edges, it is a playtest after all. I’m here for the feedback to make the game better and of course getting people to break the game!
Ps. The heat settings on 5/5 is for first time players. You should probably notch it up a bit. 20/20 is crazy 😂
Don’t hold back on the feedback. I do not take offence. Feedback and criticism is really what makes the game thrive in the end.
Much Love // Chaos
Hey!
I am the developer of Master of Chaos. A game inspired by Risk of Rain, Megabonk and others.
I have some unique mechanics I would love to hear some feedback on.
Counter and deflect system: During the run you can counter attack melee attacks and deflect projectiles if the timing is right. If you miss the timing there is a 2 sec cooldown. If you’re good you can chain counters through hordes of enemies. This is what people liked the most so far.
Combometer: kill an enemy and get a combo. Every 5th grants you temporary stat bonuses. Keep the combo up and don’t lose it. If you do, you lose the stat bonuses as well.
Break the game mechanic:
You don’t have to beat the boss. You could just break the game to win. Two ways: conditional and hardware.
Conditional: the goal is basically reaching absurd goals for the level like kills, combos, counters, upgrades (getting overpowered).
Hardware: if you really like breaking game engines. This is for you. No conditions. Just get so overpowered and kill so many enemies. So many upgrades that the game engine can’t hold 30fps. If you achieve that… the game will hand you the win.
It’s on Steam and the playtest is open. Just search for Master of Chaos and jump in. Bring your worst, the engine deserves it.
That’s it for short. Expect some rough edges, it is a playtest after all. I’m here for the feedback to make the game better and of course getting people to break the game!
Ps. The heat settings on 5/5 is for first time players. You should probably notch it up a bit. 20/20 is crazy 😂
Much Love // Chaos
Hey!
Let me start by thanking everyone for the feedback I got. I have made a lot of changes but obviously a lot is still left to work on!
I made this post 2 days ago: https://www.reddit.com/r/roguelites/comments/1t2gtjg/help_why_do_people_bounce_within_the_first_10/
Old trailer: https://youtu.be/P3VO-Mqb2LI?si=NxCv6OLNiy5I2a5S
Since then I have reworked large parts of the UI, removed the broken main menu tutorial, improved the aiming and added more clarity in the game in general. I have also gotten a lot of private feedback outside the thread. But I have also made a new trailer that I hope is better. Please take a look and let me know if I misunderstood something or if there is more I can do.
What I tried to fix in the trailer:
- Music starts much calmer and slower now. It still gets upbeat but does not hit you at full intensity in the first second. I also implemented this in the actual game so the music BPM matches enemy spawn rate.
- Visual effects start subtle and build up over time as you do quests, fight bosses, find loot and craft. The trailer should feel less overwhelming early and feel more like an escalation.
- Less camera spin since some people felt motion sick or said it was distracting. Trying to keep the camera steadier.
- UI got a pass with bigger icons and better fonts. Not perfect but a clear improvement from before.
What I cannot really fix:
- Erratic movement is partly the counter blink mechanic. When you counter and dash a lot it looks chaotic to a viewer. I toned it down in the trailer but it is what the game looks like when played at speed.
- Abilities firing on their own is by design. You aim your staff at what you want to shoot but most abilities auto target. If they all aimed at your reticle they would all hit the same enemy and 4 out of 6 shots would be wasted on a corpse. So the auto fire is intentional and stays.
What I am still struggling with:
- Differentiating from Megabonk, Risk of Rain 2 and LORT. I am trying to highlight counters, combos and the break the game mechanic more clearly in the trailer but it is genuinely hard to communicate in 30 seconds. Open to ideas on this one.
Again, huge thanks! It is hard sitting alone with a game with no one to bounce ideas off. You become blind to all the flaws and think everything is obvious when it is actually really unclear. Without your engagement I would still be sitting where I was 2 days ago with the game.
I get it if you do not feel like it, but if anyone wants to check out the game again the playtest is still open. Might be fun to see what has changed?
I have always had a "break my game" approach and I love getting feedback and criticism. That is what I live on and what is the best tool for making my game better. I get that this will not become the next Megabonk hit. But as the first game I have made, maybe it can still turn out "ok" :).
So... Is the trailer still trash? Should I just hire a professional?
Hello,
I have a ongoing playtest for my roguelite and I would like to figure out why some people leave early.
The data (71 players):
Average playtime: 1h 26min
Median playtime: 11 min
46% quit before 10 minutes
28% played over an hour
4% played 5+ hours (in a playtest with limited content)
The main issue here is the median playtime. Too many early bounces. Some people play for long ehich tells me that at least some enjoy the game once giving it time.
This tells me some people do like it but there is a huge portion that opens the game… does something then quits. I have been improving tutorials and will do more (narrator instead of pausing textboxes). But it might not just be the tutorial.
That is why I am asking you to please help me fogure out what makes people so off that they dont give it more than 10 minutes?
Could be bad UI, a huge bug Im unaware of, simply booring, hard to understand, invasive music etc.
The game is Master of Chaos and is in open playtest on Steam and there is no keys required to download and play the game.
Here is the link to the game: https://store.steampowered.com/app/4447090/Master_of_Chaos/
To anyone who helps me… huge thanks!
Edit: I am overwhelmed and honestly touched by the response I've gotten of this post. There is so much valuable feedback and I really appriciate everyone taking their time. I do not take offence of any feedback.
Beeing all alone on this project it’s easy to become blind to the obvious flaws in the game. With your help I now got what I need to take this further.
The goal is simply to improve the game. Please keep breaking my game and come with additional feedback. So far I found all feedback well founded and will take the feedback into the game!
Feedback so far:
-UI is trash (Placeholder looking UI some places, incohearent UI, visibilioty issues, small icons for cooldowns etc)
-Tutorial (the one from the main menu sucks), will be removed since there is one in game now
-Aiming feels inconsistent
-Trailer sucks (Oh yeah, I know... I got someone else working on it since i simply cant do it right)
- Risk of Rain 2, Megabonk ripoff. I am working on how to show better in the trailer what the difference is to those games (conters, combo system and break the game mechaninc maninly).
- Music needs a crossfade
- Option to restart the level with the same presets/loadout when dying
- Counter warning sign should just be visible when counter is possible (not beeing on cooldown for missing a tining)
- More stuff i have in the backlock but that's the main feedback so far!
Huge Thanks for everyone taking their time! Keep it coming! Feedback from gamers is what I need!
Now time to get to work and fixing whats broken!
---
Edit2:
Update done! A lot of the points is fixed now. Maybe not all the way but a clear improvement! The work goes on. The trailer is another story but also in the works!
Thanks for the feedback lads!
Now that some improvements has been made I hope some of you will try again and get back to me with even more feedback ❤️
https://store.steampowered.com/news/app/4576780/view/704392974023263166
Hi all,
My open (no invite required) playtest have been live since 11th April. In the beginning I lacked a tutorial and the UI and had about 20 bounce the first 20 minutes then. I figured people did not know how to pmay since the tutorial was a optional choice in the main menu. I also though that because when seeing people playtesting they did not play as ”intended”.
Since then I fixed a turorial that shows a dialog and instructions the first time you discover or should use mechanics. I think thats a lot better but I still get bounced the first 10 minutes.
Looking at my playtime stats. Is this normal or do I have a problem eith too many leaving early? Is there anhthing else that can be read off these stats?
Thanks the help!
Hi,
I have been struggling to get my trailer perfect. Doing several iterations and I am getting closer but now I need help finding more improvements to be made.
This is a roguelite where you can win by either a gamebreaking build (game engine can’t handle it) or by besting the boss the usual way. In addition to that there is a counter and deflect mechanic and combo system that temporarily boost your stats.
These mechanics is where the game stands out and I need to deliver that in the trailer. Is the trailer explaining that good enough? Does it start strong enough for you to stay? Any other improvements? Are you missing anything in the trailer?
The trailer is also on the steampage and there is a open playtest going on if you would like to try the game to see if the trailer correspons with the game.
Thanks for your time and much love!
Hi,
I really hate tutorials. To play them and to develop them. This was a real struggle for me to do but it had to be done. People might bounce the first 10 mins because of something else but I could see a red thread that people didn't understand the mechanics really even if they stayed.
I changed the tutorial from being a menu choice as a separate playable tutorial in a totally different level to a "discover as you go" approach in the first playthrough. You could die on the first enemy or anywhere between discovering 50% of the tutorials. In that case I save which ones the player did discover only to show the ones the player haven't seen. This is resettable and disablable in the menu before starting a level.
I really don't want to force people to play a tutorial so this was the least invasive way I could come up with.
I linked a video where I play the game and explain the updates. The tutorial and other stuff. If you got the time I would really appreciate some feedback. You might even have some feedback without looking at the video or playing as well.
Thanks for any given feedback!
Much love
I’ve been doing outreach to creators for my roguelite and the response rate is what you’d expect (low). I’m trying to understand the actual decision process from your side rather than just keep firing off mails into the void.
Is it the trailer hook in the first 3 seconds? A specific mechanic that looks fun to react to? Personalized outreach? Something that looks visually distinct in a thumbnail? Or is it mostly just whether the game looks like something your audience already wants to watch?
For context, I’ve been trying to lead with what makes my game stand out in the genre. A counter/parry system, a combo meter that rewards aggression instead of survival, and a ‘break the game’ win condition where you become overpowered through a gamebreaking build. Mechanics that I think read well on video.
Would love to hear from anyone who covers indie content regularly. What gets your attention, what gets ignored, what catches your immidiate attention?
Game is Master of Chaos on Steam if anyone wants to take a look. Genuinely interested in hearing what’s offputting about how it currently presents itself and what could be better to actually appeal to creators in the space.
Edit: getting some responses I would like to ask.
Would a short youtube video explaining what makes the game interesting showing the mechaincs in game be helpful?
A 1 min gameplay video. Starting with the ”coolest” parts. Explanaition of the core loop and game hooks. Like a part of the ”presskit” but more accessible in a youtube link not requiring a download.
Hey everyone!
I just released a new trailer for my game Master of Chaos and I think it is a huge improvement from the last one: https://youtu.be/Ll9xuVePWzk?si=zQj0qM8MyOYDgVoh
What do you think? What can be improved in the new trailer?
The game is about countering, deflecting, building your combo meter for temporary bonuses and of course creating gamebreaking builds!
Check out the Steam page and join the playtest if you are interested. Feedback is genuinely wanted to create the best game possible.
https://store.steampowered.com/app/4447090/Master_of_Chaos/
Thank you very much!
Hello again everyone!
I've been posting here to get feedback on my steampage. Last time I got a lot of valuable feedback and I have been updating my game since!
One of the reoccuring points was that the game was too dark so I changed it and added 5 lightingsettings per biome, all brighter!
There were also a lot of other feedback and I've also fixed tons of stuff after feedback during my playtest (still ongoing if you wanna try the game).
What do you think needs to be improved on my page or in game if you try it now? Looking for feedback to make the best page and game possible so don't hesitate to strike a nerve!
Thanks again, this community is so awesome!