I am a solo dev and made a horror survivorlike where the arena itself changes based on where you took damage
I’ve been working on my first game, Dreadlight, and I’m getting close to publicly releasing the demo.
The basic structure is intentionally familiar: short waves, automatic attacks, a shop between waves, and builds assembled from weapons and items. I like the decisions in Brotato’s formula, so I wasn’t trying to disguise that influence.
The part I’ve been experimenting with is a persistent arena system. As Dread rises, ritual scars open on the floor. Standing inside one weakens your movement and damage, but enemies killed there drop additional scrap. Between waves, you can spend scrap to seal individual scars. Any scars you leave open grow stronger, so the arena gradually reflects the risks you took during the run.
I’m curious whether that feels like a meaningful addition or simply another system layered onto an already busy genre. I’ve also been trying to make the scar screen and the relationship between light, Dread, and enemy visibility easier to understand.
The demo currently has three survivors, multiple starting weapons, three difficulty levels, ten waves, and a final boss. I’d especially appreciate feedback on:
- Whether the scar decisions are understandable
- Whether builds become overpowered too quickly
- Controller navigation
- Anything that feels needlessly complicated
- Whether you would play another run
Demo: https://thebeesknees13.itch.io/dreadlight-demo
Steam Page: https://store.steampowered.com/app/5003470/Dreadlight/
This is my first commercial game, so candid criticism is genuinely useful. I’d rather learn what isn’t working now than after release.