Hi! It would be a great time to receive more feedbacks from you on the latest Major update of The Rogue of Nexus, that i released yesterday, do you think you can help me?
Tenkarider
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The Rogue of Nexus: version 1.1.4 Major update (Demo 0.5.9 and Web version included), time for new feedbacks!
Check the devlog for more details on the changelog: it's quite big!
https://powerupteam.itch.io/the-rogue-of-nexus/devlog/1143896/major-update-114
So i gathered tons of feedbacks and with time i implemented a bunch of improvements: it's time to validate my efforts.
Looking for feedbacks on my update and the sooner the better, that will help for next schedule.
Probably a yes/no/ignore would fit better at this point... (the ignore i think it's not necessary, if someone doens't want to rate yes/no, surely won't do that one either, even worse if they would do, get ready to a rain of ignore, since viewer who doesn't interact are the dominant part of the whole)
Quoting me from Reddit:
To be honest, if you ask me, a 5 stars voting system instead of 0 to 10 is too much limited, i mean: 4 means that it's a game that might be worth from 6/10 to 8/10... way too vague.
Considered that 4 stars can describe both a good game and a meh one, no wonder it can be perceived as bad.
Also, rather than a not perfect game, 4 sounds like a... not a 5 (meh), basically from my perspective of gamedev i perceive it like the vote that crushes your streak of 5 stars ratings.
So i don't like to give a 4... i'd rather give a 5 if i think it would be more likely a solid 4, in that way it won't be perceived as negative by anyone.
This is Itch, not Steam: more than average is not a masterpiece, let alone a budget game! You cannot use conventional criteria of more popular gaming for indies who probably cannot even afford 100 bucks for the Steam page (and some of them yet make a good game!). The best ones will be distinguished by getting tons of more votes, review, comments, visibility... and maybe even some concrete earnings. Don't you think that's already more than enough, as difference? Just let not-perfect itch games get their 5 stars, no one will be penalized from doing that.
If i don't think it can possibly get a 5 stars by any way, then i just don't vote: it's so hard to gain some genuine vote, when starting from scratch: it feels almost cruel to even give a negative one and destroy the game.
Blatant scams or tremendous game you probably don't even try the game so you don't vote as well, even giving minimum vote to scammers sounds as too much exposure for scammers, so it's just better to not feed them.
So in the end rating on itch i perceive it as a Yes (5) or No (don't vote), and probably i'm not the only one who perceive it this way
Mh... hard to tell, there might be much more than what i remember, so i'm gonna mention among the latest ones:
FFXII Yazmat, fighting for 3 days... it happened
FFXII the zodiac age - the 5 judges at the end of the 100 stages mode, i aided my bro in fighting them by providing suggestions on strategy, he was underleveled but they were tremendous in any case. I loved how the battle was designed for using any possible feature and trick of the game, included spacing and distances and timing... it pretty much included all i wanted the game could ever implement all around the game (i think that modding could make wonders here)
Disgaea D2 Baal (the 400 million HP version for my own mental sanity), it was so cool, never saw such a great display of features and awesomeness all in one go in a single bossfight of a strategy JRPG game, i literally had to use everything here a fight for a whole night, trying to not make any serious mistake
Rabi Ribi - Irisu (hard mode) the game is incredible on its own, this battle is quite intense, and yet i still have to fight the power-up version of it which was available only after the ps4 latest platinum edition update
Rabi Ribi - No 0% item run, almost literally any bossfight... i really say what i mean: (well at least starting from hell difficulty or it would probably become much easier) every battle will make you sweat blood, you will never forget, it will stay impressed in your skin forever. In particuar i'm doing the Alternative Mode in which basically the avg level of bosses skyrockets, compared to standard mode... i can only say that such challenge is not supposed to be handled by humans, i'm trying my best and at least 2 years have passed since i started, but i'm quite close to its end. I can say with serenity that this will be hardest challenge i'll ever do for the rest of my life.
Ok, well actually aside the CTR, all the other "<this> through <that>" are not anywhere, i just calculate them, in the same way you can calculate the CTR.
When i say 25% of view turns into browser plays is because in the same time range analytics told me that
y (browser plays) / x (views) = 25% (views are 4 times the browser plays)
same reasoning for any other metric i named, aside the ones actually displayed from itch... but that you can calculate from itch metrics
Hi i was wondering about what are some good ratios... i heard about which one is a good CTR ratio...
But what about view through download or view through browser plays? Lately i put the web version to my game The Rogue of Nexus, and according to the latest analytics, the ratio says that 25% of views also play the web version... which ratio is good? (it's surely better than download, maybe 8 times better).
Are Brower plays counted only once for each user?
After Web play/download, which one is supposed to be the next step? rate, comments or add to collection?
Is there a play through rate or a play through comment ratio good value?
You're welcome!
Aww, too bad for the Mac... in the page of the game you can find the downloads, but at the moment there's no plan for Mac versions...
Ok, about battles against potions, this is what happens: the length of the battle screens of potions is very long (more than 10 times longer than average, or something), the potion keeps running away in that direction, until it will eventually reach the right edge and will successfully escape. That gives you enough room to chasing them, assuming your speed is enough to even attempt (without boosts it's impossible for minion potions). If the potion gets out of your sight, it's still in battle, it dindn't run away yet (it will be pretty clear when that happens)... anyway probably that will mean that you have no chance to reaching them, so it's more convenient to retreat.
Aha, i see! I'm glad i can be part of your practicing, i'll take a look to your profile
As soon as i have a web version update i'll let you know! A video recording would be gold: watching a player, a developer can grasp details about their behavior that cannot be turned into words, and actually several information that the player wouldn't even be aware about as well
Thanks again!
- Ok, it should be Adventure mode;
- Artifacts can be found only by opening treasure chests, and are announced with a huge box UI entitled "Artifact Found!"; any other thing you can find in the ground of a dungeon are consumables (potion, bomb, time rune, key) and currency (4 colour type coins, gems and dark matter);
- Yeah, i noticed that people is not paying much attention to the compass in worldmap so i'm currently boosting a lot the UI in order to make sure a player will be bound to notice it.
- I see, i'll consider a button to enlarge/shrink the dungeon minimap, thanks!
- Ok, coins can be used to shop consumables in cities, or they can be used in the inventory to upgrade your weapons;
- I think i got what it happened here... there's a flaw in the resolution of WegGL version that won't show up the boundaries of a battle screen, that means that you won't see the UI that shows you/the enemies can escape from battle when crossing that red line:

In the downloaded version it can be seen, maybe even the current web version, at full screen should be able to show that line on the screen;
- Ok, the spinning needle in worldmap only refers to worldmap position, there's no connection to your position, while inside a dungeon;
- So, about the "black artifacts", in the screenshot i noticed only those 2 things:
this is the "enter city" icon, and clicking it will open the city UI;
those instead are dark stains, they appear and enlarge when you pass through a tile in worldmap, if you pass through the same tile more that x times, after y time has passed... something will happen;If you're talking about anything else, related to that screenshot, then i have no idea what you're talking about @_@;
- Yes they give exp and coins and potentially they can make you level up, though it's quite unprobable... for example in a lv1 dungeon, enemies give 2 XP; the dungeon boss gives 20 XP; the treasure chest gives 200 (or 250, i don't remember) XP, this is what i mean when i say it heavily depends on treasures gaining XP. To level up from lv 1 to level 2 you need 300 XP. In Adventure mode the XP gain is 3x and artifact chests is 6x;
I'm definitely glad if you provide further QA in future! While you say it's free, you still call it offer... why? I mean, i don't think it exists any developer who would reject a free offer of testing, especially when it's quite detailed, unless i'm missing any implication.
The way you write your feedback seems professional and seems to follow a sort of template... could it be you're practicing to become an actual professional QA tester?
Hi William! Wow, thanks for the long feedback!!
First of all i'd like to ask you 3 questions:
1 - Did you choose Adventure Mode or Campaign Mode?
2 - How many artifacts did you found?
3 - Did you reach the end of the demo?
To answer your feedback:
- The Compass Shield is both for Finding Artifacts in worldmap, Special move in dungeon (damage/destroy, exploration, speed and invincibility) and a skillset in battle, so it's a multiuse powerful tool. You mentioned later that the multifunction might confuse the player, would you suggest some extra info for the player? The functions of the Compass Shield are mentioned in its tutorial;
- Actually in dungeon in the box in the bottomright there's a UI dedicated to show the minimap of the current dungeon floor... since in The Binding of Isaac there was no explicit text that would say the UI is a minimap, i thought that maybe it was enough to get the player aware of its existence, but you're not the first one not noticing that, probably i'm gonna boost that UI (and many others), i wonder if making pulsate the white color of the current room could be enough...
- Do you think the current currency UI is hard to notice? Not sure i understood the one about finding the right shield, the wall destroy scene triggers by moving forward it, after finding the Compass Shield;
- When you mentioned purple boxes and pink squares, did you refer to the same thing? Those blocks are the so called Obstacles in dungeon, you and enemies cannot pass through them but you can destroy them (aside few exceptions) by hitting them with a bomb or the Shield Bash skill. Doing that will destroy them and there's a chance they drop a random loot;
- By flower tiles you mean this one?

This one is a trap (a sort of mud pool), which slows you down when you step on it. I wonder if there could be a way to make it perceive more like mud...
- Red balls enemies should be the Potion-type enemy, they are very fast enemies which will always try to run away from you, on the other hand if you manage to defeat them in battle, you'll get an extra prize. Potion minions are too fast but are optional, the boss versions can actually be defeated, but it requires a bit of strategy. Technically if you cannot reach them, you can still escape from the left side of the screen so the battle will end sooner, but i'm planning to enforce their early escape from battle in case they become too distant from the player, without waiting they reach the right edge of the battle screen, by the way. By locked in a loop, you meant that you were stuck in dungeon in a spot in which it was impossible to avoid the potion? Technically if you have the Compass Shield, there's should always be a wayout;
- Could you elaborate further on the West -> East feedback, please? Not sure if i undertood what you meant... maybe that when you exit a dungeon, the needle direction is inconsistent, compared to the actual position of the next artifact?
- I didn't get what you meant by Black Artifacts... maybe the stains of darkness that appear where you walk? Or the eyes and mouths that spawn during the night?
- About the experience, at the current state the weight of exp gain is strongly pushed toward Treasures and Quests, while the exp gain by monster defeat is quite low and might not be perceived... should i distribute the exp budget more on favor of monster defeat? (the core source should still be Treasure and Quests) Or maybe it's enough increase the exp gain feedback, like some particle effect or a UI display, next to the exp bar?
- The Demo barely scratches the surface of the game, actually the game already features dungeons with several floors, in the next areas, in certain biomes (if you find the artifact that allows you to walk through forest tiles, forest dungeons have 2 floors). Not reccomended, but also dark dungeons have 2+ floors;
- There are the silver keys, not sure what you mean about the red one, though;
- Thanks again for the feedback, without any doubt i'll collect those feedbacks to enhance further the game! I'd definitely love to hear more feedbacks from you in feature, especially after i release new updates;
- There's only one way to know more answers about The Hand: playing further! (I'm quite confident you'll inevitably "meet" it, according to luck, skill, game mode and duration of the run)
Finally i managed to make a web version of my game's demo, The Rogue of Nexus!
https://powerupteam.itch.io/the-rogue-of-nexus
I'd like to hear any feedback on the web version, since it's the first web version release.
I heard that on Itch is way more popular the web game format, it was quite tough to make it work but i found a solution in the end
Well, i worked so far with a small publisher for some year (PowerUp team), although probably such experience is far from professional videogame industry interactions among game devs and big publishers.
It's not a short answer, but i'm writing episodes of my experience with them about my game The Rogue of Nexus.
It's possile to read the first parts of it in my Devlog in the devlog page
If you're checking the game on my profile, that doesn't count (it's a test page i used to check if the WebGL version was working: if i had to keep asking them to upload, check, upload check until it worked, it would have taken the eternity... obviously my test page on my profile will never become public).
i'm talking about the actual page of PowerUp Team (my publisher)
https://powerupteam.itch.io/the-rogue-of-nexus (it's under change as we speak right now, since we're trying to setup the web version)
...And here we are, deindexed again.
We updated The Rogue of Nexus 4 days ago and appeareantly that's the trigger?
I even planned to update tomorrow the page with a finally working web version of the game (took ages to make it work), but i was counting on the fact that 11 days ago the game was finally reindexed... this is not cool.
Hi! Here i am, i can finally proceed with the making of The Rogue of Nexus. (part 2)
Very well, so i shown the mock up to my boss and he liked it, reccomendations aside.
Time to start with developement, right? Nope.
That could be a thing on solo developement and/or making a game as hobby, but i'm not alone, and allies aside, there's a budget to validate and approve, which is provided from above, and the guys above need to know how that money will be spent (more precisely which tasks will be performed, which assets will be created and how much they cost) and more importantly how time will be spent, in order to meet deadline.
This "wonderful" phase is called Pre-Production and, while success cannot be determined just by that, a poormade pre-production will grant a hullova of problems and probably the failure of a paid project as well.
One of the previous projects i joined, a year after it's developement start, i think it suffered heavily this issue: the producer changed 1-2 times and the GDD changed a couple of times as well, i had to rewrite it on my own... the biggest issue is that the production and developement never communicated clearly on the goal to achieve and milestones to follow, so i basically tried to make a huge GDD, when problems started to come, the game had to be launched quite suddenly and in the mean time it was impossible to meet the expectation of the GDD, since the scope of the game shrank drammatically. The product has been launched with severe flaws and some of them still lurk in the shadow...
Please plan pre-production if you can.
The name of the phase strongly implies that a producer should deal with that, i'm a producer? No.
The producer of the italian team Studio Evil once taught at us (it was a game design course) that a Game Designer should never be a Producer at the same time (and vice-versa), i can agree with that: basically a Game Designer would want to build an incredible universe in its game; the Producer is there to remember that the team has X budget and Y time, so probably that universe is bound to become a bit/much less incredible that Game Designer's best scenario. Basically they are like the Hero and the Villain... there's a clear conflict of interest here.
However i personally think that it's quite important for a game designer to learn that stuff, even in case it will never happen to do that... both for gaining a bit of common sense and also because a game designer needs to know the gist of all developement processes, even to interact better with the whole team.
Well actually it's not like i was going to go through the whole process here, some week later a producer would join the project and provide a lot of help, in any case if you're the author of the game, then only you is aware of what the game is supposed to contain and (hopefully) the implications, namely the concrete effort and the list of assets to assemble the whole thing, so you must be aware of what they will cost, in all means.
My boss shared some info in how to do that, so i practiced a bit.
Here's a quick list of stuff i use in the meantime:
- Google Drive for store the documents of the project, which are destined to become a lot;
- Google docs (mostly for the equivalent of Word and Excel);
- Notepad, can't be more simple than that for writing quickly some text, planning stuff and listing ideas;
- Paint, i don't think a game designer necessarily needs more than that for a mockup or slap references quickly, keep it simple at this stage of developement.
What i need here is the Excel-like sheet, you need to line up assets, number costs and time cost, and other stuff.
This is what i came up with as first attempt:

Well, i mashed up the 3 sheets of the doc to fit in one image, but basically it features:
1 - The costs of the core, namely the essential part of the game, that cannot be cut in subsets of the whole part, like core gimmicks, the main character, darkness etc;
2 - The costs for each area, stuff that increase of number as the number of areas of the game increase, like x objects or y enemies... they are supposed to amount to the same value, so if making an area costs Z, then making 10 areas should cost Z * 10;
3 - Overall costs recap, this sums up the whole cost and can esily show how the costs scales according to the cuts or extra contents to the previous sheets, make sure to let the sheets use the formula to sum, multiply and all that jazz, and more importatly to make them talk with the third sheet.
This document must be quite readable, each line is supposed to describe what are you talking about, so the subject (an asset, a gimmick, a whole block of tasks), a brief description, the quantity, the cost and the total.
You show this to the publisher, maybe you'll do it much more professional than this, but that's the juice, and at the end of the story what they actually care is the last sheet, which in other words tells if costs vs budget are ok.
If you checked the content of the sheet, you might have realized that here we're talking just of costs in terms of time, after all it's useless to detail on money if you can't even balance the costs in term of time.
My budget in terms of time, technically speaking ammounted to 6 months, raw math says that even assuming you work like a machine, that equals to 180 days.
If you remember what i said in the previous part of this flashback, then you know i talked about making 10 areas... according to that sheet that's plain impossible, the numbers talks clearly: Even if text and numbers don't match, technically that was the cost of 4 areas and it did amount to more or less 515 days.
The core alone was too big already... it's time to make cuts to contents, lower the amount of areas and also receive a hand: (not The Hand!) i cannot do everything alone, starting from pixel art, but such truth was known already and i already talked about that with my boss: the developement team of The Rogue of Nexus is about to recruit members.
That was more or less the first week of pre-production, but obviously it doesn't end here... but we'll stop here for now. The next part will tell more about what happened then. Stay tuned!
Released the latest update (1.1.2 version and 0.5.7 demo version)
A new, faster game mode is available: Adventure Mode or Campaign Mode? Choose your own style!
Several extra UI/UX polishing as well to enhance further the gameplay.
The latest update has taken into account several feedbacks i gathered from players (included you guys!) and i'm confident they helped a lot with the interaction with the tricky gimmicks of the game!
Now, this is a quite important period to iterate on your feedbacks, in order to confirm that such improvements proven effective.
I'm also ready to trade feedbacks for feedbacks on our games, if you're a developer: that will help each other in improve our game
Probably that kind of mysterious guy who appearently has no active role in the whole story but seems to know a lot of stuff and mostly observes what happens and maybe providing 1 or few other times some particular info or insight to the hero about lore and ancient knowledge in some very specific point of the game... and probably is know by almost no one except maybe another 1-2 big entities of that story
Hi!
1 - It's supposed to be important (i think maybe it's better to start after you obtain some result in english, in order to not waste effort elsewhere), probably 4-6 europeans (mostly spanish/portuguese/french/germany and in my case Italian because i'm Italian), then asian languages and russian i guess. They often tell me that it's important the localization made properly but paying a professionist costs a lot, sounds more like a publisher's doing;
2 - I'd like to use external tools for analytics but due to GDPR, PIPL and CCPA i have to give up for now, because it's a damn mess with privacy laws for indie devs. I'm bound to raw analytics of Itch and Steam, which are a bit better;
3 - To be honest i'd love to find an universal font (maybe it exists, but in my case it must be a pixel font), i have big troubles in finding one and the idea of switching font by code according to whether i'm playing with asian languages or not is quite annoying
Ok, i was supposed to post the following part about pre-production, but i'm too busy with the 1.1.2 update which is supposed to be released this friday, so in the meantime i'm gonna make a shorter post about the current WIP, (i'll post about pre-production the next week).
Aside the Adventure mode i mentioned elsewhere on Itch, probably the Discord and Reddit, i'm dealing with several UI/UX polishing and improvements, the one on the screen is a feature that allows to not getting stuck among darkness, at night.

So the feature is a sort of emergency time shift forward, the day/night time will immediately arrive to dawn, in this way night will fade, along whose eyes and jaws which lurk among darkness... but at the price of a life.
Well, without context it seems a bit weird, if not uncovenient as feature, let's say 50% yes and 50% no. I didn't provide extra details in other places i posted, but here in the devlog i have the chance to elaborate further:
1 - Why shifting from night to day? There are several rules about this world of darkness: it's not just about making disappear those creepy dark beings, mostly they revolve around The Hand. This being can destroy your path and it will turn into darkness. It is possible to attempt traveling along darkness, in worldmap but aside being very dangerous, you can do that only during day, in fact if night comes while you're in darkness then The Hand will catch you immediately. If it's already night you won't be able to interact with tiles of darkness;
2 - Why shifting instead of waiting? You can just wait, or doing something else meanwhile... or you can rest in a Safe Spot to also make day/night time shift forward of 6 hours, yet sometimes if darkness destruction surrounds you, you might be locked and isolated from the rest of the world, until dawn comes, and that's why your movement choices in worldmap are extremely important, during a run. Waiting several minutes (up to a max of 15) might not be exactly entertaining, so i added an option to skip that part;
3 - Why a penality? Without a penality, it would be a trick, an exploit and speedrunning tool that basically allows to skip night and that's not something i'd want to make happen, let alone skipping darkness: the path wouln't even be hindered in such case and the core gimmick would crumble;
4 - Life penality, too harsh? Not exactly, Abyss Upgrades allow to boost your starting run amount of lives, you start with more than one and, while losing the last life will make The Hand to suddenly attempt to grab you, losing a life this way won't make The Hand come out. You can even free yourself from the grab attempt if you're strong enough to handle the fight. Your lives can reach a negative value, in that case the following battles against The Hand will become harder to endure, so the Time Penality will shorten this process, if used several times;
5 - Flash Step penality, too harsh? Nope, Flash Step is an emergency button for escape almost from anything, darkness included, it's supposed to recharge at dawn, but not in this case, otherwise that would open to almost endless travelling along paths of darkness.
In the end, the Time Penality feature is only supposed to allow a fast transition in points of the run that would otherwise make the player get stuck temporally, not a way to escape from a bad scenario: if you got surrounded by darkness, you'll still have to venture through darkness when dawn will come.
If you just want to use the feature to skip time, then your lives will be the currency for that.
See us when the next update and devlog page will come!
Hi! I would like to start asking for feedbacks on my game:
The Rogue of Nexus is a Roguelite Action RPG in which you search for artifacts in a world of darkness that The Hand is destroying, don't let it drag you in the Abyss.
https://powerupteam.itch.io/the-rogue-of-nexus
50% The Binding of Isaac and 50% Half-Minute Hero
There's a demo and, while a feedback on the full game would be excellent, the scope of this topic revolves around the demo
Thanks for reading and please give it a try!
Thanks for the feedback!
About the tutorial, the message actually tells to go there and press enter button... should it be more clear?
About the spikes you mean that they are placed in unreachable spots or that they are placed in spots that appearently the player is not supposed to have a reason to pass from there?
The thing of the dog actually it's not a bug: enemies in dungeons are actually representative of a battle formation, which means a pack of enemies, so 1+ enemies
Ok, it's time to start, from the origins.
Actually this is not my first project, and even before i started releasing videogames i spent several years messing with snes hacks, along with an unfinished browser game, for something like 8 years.
In the latest 5 years, i worked also on 3 other videogames: the first two are the audiogame series of Hell Hunter (Hell Hunter: Anti-Nomen and Hell Hunter: Damned Soul, they are on itch as well), in which aside being the author, i did pretty much anything, in particular programming, game design, writing, and sound design (which is quite deep when we talk about audiogames).
The third one is a RPG named Dragonero: The rise of Draquir, which has been released on Steam so far. As i'm writing this post, i'm currently a Senior game designer.
After releasing the third game, one day, around the end of 2023, while joining a dinner with the staff, my boss asked me about what i wanted to do next (he heard from the Director of the third game that i wanted to make some game on my own). I didn't explained anything in particular to him, but actually there's currently something like 2-3 games inside me that i want to make, and considering the timing, seems that that was the chance to seriously considering making the first one, namely The Rogue of Nexus.
He warned me about preparing myself for the start of 2024, because if i wanted to start, then i had to be pretty damn sure about it: after all, when we talk about budgets and deadlines, developent stops being an hobby and becomes a job.
For clarification: i'm not an employee of PowerUp Team, but rather an external collaborator of it. For The Rogue of Nexus, since it's the publisher, that means that i'm a sort of customer, and at the same time i work for it.
Well, the next year arrived and i gathered my thoughts, since my boss still didn't know what exactly i wanted to do, he talked me about several possibilies: since there was a quite limited budget, the scope of the project was bound to be limited as well. He had some ideas like a series of horror short games, but i had something else in my mind, so it was time to show him what i wanted to do: this means it's time to make a Mockup, pretty much the first raw document that comes up from the Ideation of a project.
Here's my first Mockup of The Rogue of Nexus: (WARNING: it's huge! i had to cut it in 4 pieces)

The text is in italian so probably there's not much to read about, i didn't show the last part but it's not too much important to share.
Ok, so in the mockup i start explaining the 3 main game modes (worldmap, battle, dungeon), how they work and where those references come from (The Binding of Isaac and Half-Minute Hero). Right after the most important thing to explain is the Core gimmick/s, namely The Hand, so how it works, how it behaves and how it interacts with the player (well in the actual game if it catches you, you won't explode in a bubble of blood haha). Aside the Hand, i added the consequences of its destruction (darkness and dark dungeons) and how that works.
Then i added other contents like the artifacts, talked about RNG, the specifics of game assets, the scope of the project and its length. Fun fact: the genre and other details shoud be at the very beginning but i put them almost at the bottom... not a good idea. I don't know if it would be better to have a name (a temp one at least), but maybe it's not the case of spending some time on it, considered that you don't even know if the idea will be approved, when you're not going completely solo.
About the scope of the project, i noticed i did a reasonable thing: not deciding a static size of the project, more precisely, instead of saying "this game is supposed to last 40 hours, the worldmap has this size and is split in 10 areas" i instead specified what depends on the budget amount, so for example for x budget you'll get n1 artifacts, n2 allies, n3 enemies and n4 areas in worldmap; and for budget y you'll get instead m1 artifacts, m2 allies, m3 enemies and m4 areas.
It's extremely important to know what will make escale the budget (and time!) of your project, because you'll easily lose control on that if you plan poorly the scope. In fact, i imagined at the beginning that the game should had 10 areas... at its release they are 4. I'm not even saying that if they stayed 10, the project would have been collapsed (which is a given), but rather that they wouldn't even approved the budget for start its developement.
1 year and 9 months later the game is here, so my boss liked the mockup (he told me anyway that the project looked quite complicated, hence it required several proofs its developement sustainability, namely me being able to code and implement this stuff)... that was the beginning of this project.
There was a rule though: it was supposed to be developed on an early stage for a mobile release, and then its full version on PC... and since you're reading this, maybe, you just realized that it kinda happened the opposite haha, and that because incidents happen anytime during the developement of a game, and the following posts will tell more about such incidents along the way.
PS. The mockup has been written taking into account the features of the 100% completed game, like allies and story mode, along with other extra interactions, but i specified what was supposed to be cut out from the 1.0 version, because that was obviously too much stuff to handle, as a matter of fact there's still no trace of allies in the 1.1.1 version of the game.
Hi! I recently noticed that some game pages have at the bottom the Comments; other ones like mine have Community, in which you create topics instead. I thought that maybe it was because it worked that way with web games, but i was wrong, even download based games can have Comments instead.
Is there a reason to choose among the two? Can it be changed at any time? Why not both?
Hi Axel, thanks for playing the demo and for the feedback!
About that tutorial, it says "Very well, now let's get closer to the location of the special artifact that the Traveller is searching for and press "ENTER".", so you think it would require to be more specific?
About the spikes, you mean like that sometimes the spikes are unreachable, like isolated from blocks, or that they happen to be placed is spots in which the player appearently has no reason to pass through, unless getting hit on purpose?
The one of the dogs is not a bug: when a battle starts, a battle formation is bound to that enemy, which is the leader/representative of that battle formation, a battle formation can contain one or more enemies
Played the game, i like your novel! There are few minimal flaws:
- 2 music/ambiental audios which have a weird loop point (the first sad mood music and the ambiental which kicks in when they announce the storm outside home);
- The Dialogue UI below the text box (the one which allows options like save, load, etc.) is located at the very bottom edge of the screen, maybe it could be a little above than that?
- I'm not very convinced from the gfx asset of the flowers in the vase next to the mirror, when the screen perspective is frontal, compared to the mirror: it stands out in a bad way;
- Aside the last fork, the previous choices along the novel seem to be relevant only for the next dialogue quote (all the rest of the text seems the same no matter the choice), hence the impact of choices feels not much relevant.
Now the interesting part:
The game is not that long and that's fine because it fits the scope of the context, probably it's good as it is and doesn't require extra contents. Maybe it's a bit a slowstarter due to the gloomy beginning which is a bit heavy to process, but that's the point of the story and that's what really relevant! The mood reaches the player, the ratio of time vs quality is quite good for the player.
The musics are cool, the main theme in particular is catchy, since i happened to hum it later for a while, great job! According to your YT channel, seems that you deal a lot with music, i guess you're a composer?
The story is nice as well, it genuinely pushes the player towards Limeria and then i willingly restarted for the other fork. About the characters, Tanaka has not much weight but the context heavily revolves around the main character and his isolation, and Alma for obvious reasons. Alma is quite charmy and i like "her" as a whole.
It's interesting your meta-representation of Limeria, as counterpart of its equivalent in our world (which in fact we might say it actually exists), and its implications/interactions with people. You seem to have a deeper awareness about the world than average and that's cool! It's always interesting to witness each individual representation of such concepts.
A part of me felt like it was cool if there was a third ending of sort, like for example saving/freeing Alma from Limeria (i felt sorry for "her") but, unlike Monika and her reality, "her" existence and role and Limeria itself are a way wider concept and that's an impossible thing to do... at least for the main character alone. Technically speaking, saving Alma is the closest equivalent to save the whole mankind... i always like to think that maybe one day it will become possible
Hi everyone! I wanted to make a thorough devlog of my latest game, The Rogue of Nexus, a Roguelite Hack 'n Slash in which you search for artifacts in a world of darkness that The Hand is destroying. Will you manage to end your search before The Hand will drag you in the Abyss? That's up to you.

The Rogue of Nexus itch page:
https://powerupteam.itch.io/the-rogue-of-nexus
Before starting... let's say that this is page 0: there's a couple of things i need to check out with moderators or anyone else who knows the answer about whether i can keep going with this topic, i mean... the devlog starts as finished! Let's clarify some points:
1 - The game is launched technically speaking, to be honest it's not yet my ideal 1.0 actual version of the game, and in any case several developement stages are still waiting for me, beyond 1.0 , i'll keep going for months and maybe years (hopefully you'll check it out before that day comes), i'm considering a weekly update of this devlog, so there's no doubt it will keep being updated;
2 - Should i rather write a devlog in the page of the game? I don't know... That page has been made from my publisher (PowerUp Team is the itch account name of it), so i don't have free access to it (a staff member of the publisher is in charge to edit the page and upload new builds/contents), that also mean that i cannot write a devlog there whenever/however i want, for the sake of both me and that guy it's waaay more practical if do this here without asking every time (let alone specify how to place images and stuff among text);
3 - Probably it's also better to separate things, i'll rather put here a lot of technical/design stuff explained in thorough way, compared to the devlog on their page, which i'd rather dedicate to simple announcements/events of latest updates.
Sounds convincing enough? If i can proceed, i'll also try to be more creative with this one, for example i'm willing to start from a flashback about how The Rogue of Nexus is born, namely ideation and pre production, talking about steps which involve developement on a wider scope than solo dev and interaction with a publisher (a small one), up to the day one of my game. After reaching the current timeline i'll keep going trying to elaborate further on my previous vs current approach with updates and my mid-long term plan.
Said that lemme know if this topic is ok with you, (should i change the tag into something else perhaps?) next week i'll go on unless that will be an explicit no. Stay tuned!


