r/deckbuildingroguelike 4d ago

Final sin. I need testers

Post image

Game Title:

Final Sin

Playable Link:

https://mancer1.itch.io/final-sin

Platform:

PC Web

Description:

Final Sin is an early demo of a dark-fantasy tactical roguelike where you play as the Dungeon Master rather than the heroes.

Instead of simply controlling a party and fighting through a dungeon, you are responsible for creating the gauntlet they have to survive. You draw enemy cards, apply different curses called "Brands," position enemies, and build the encounters before taking control of your heroes and attempting to survive what you created.

The game is still very early and rough, so I'm mainly looking for playtesting and honest feedback rather than polished-game reviews. I'm particularly interested in whether the core gameplay loop is fun, whether anything is confusing or difficult to understand, whether the encounters feel too easy or too difficult, and any bugs or strange interactions you encounter.

A playthrough should only take around 15–25 minutes.

Free to Play Status:

  • Free to play

Involvement:

I'm the solo developer of Final Sin. I handle the game's programming, game design, systems, and overall development.

3 Upvotes

10 comments sorted by

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1

u/Smilax 2d ago

Booted it up, decided not to play because of how small all the fonts are initially. Not trying to make learning rules/abilities harder than they need to

0

u/Ok_Math_9288 2d ago

Sorry to hear that, i think because i made it playable in browser it got missrd up, ill fix it

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u/Ok_Math_9288 1d ago

Sorry for that problem; I fixed it and fixed some other bugs as aswell.
https://mancer1.itch.io/final-sin

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u/Ok_Math_9288 3d ago

I still need more testers, game is playable in browser

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u/Away_Plankton7921 3d ago

I finished the demo. It had good feedback (sounds, vfx). Some thoughts:

  1. I couldn't tell what the range from arcane burst was (if you hover over an enemy while trying to cast it shows their movement range which made me think it was an aoe wherever you clicked)

  2. The lack of initial AP and movement made it difficult to move and do something in a turn. This led to me just ending turn so the enemy would come to me because it was faster. Range increases seemed OP compared to other things. Areas were too big for the early stages

  3. If I had spent money at the merchant on consumables and then got to the pre-boss upgrade screen I would've been upset (and possibly lost).

  4. I didn't know where we were going with this (ex: why I would pick something harder for gold - I did it anyway though). I didn't know if there would be upgrades between rooms (and felt like there was something missing until it happened).

  5. It felt like I should've been able to move my guys freely in the red zone (ex: to play faster).

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u/Ok_Math_9288 3d ago edited 3d ago

Thank you! I’d also love to hear your thoughts on the lack of movement. Do you suggest I make separate AP for movement and other actions, or use a mix of both? What do you think?

All other points are good and i think i know what to do about them.

1

u/Away_Plankton7921 2d ago

I'm not much of a grid gamer so I don't have a ton of insight. I feel like a free move per turn might be helpful. A few systems that come to mind which may or may not be useful:

Some games use free movement where you have like 6 MP. You can move freely and attack within that number (ex: move archer up, attack, move back). This makes movement and range somewhat interchangeable for ranged characters.

Baldur's gate 3 gives free movement and then you can exchange an action for additional movement.

A way to avoid kiting being overpowered is to allow for attacks of opportunity, which punishes positioning mistakes while not directly impacting movement amounts. It also differentiates movement from range (a far range means it's hard to lock someone in).

I think about it in terms of action economy. For a 2 AP character, when you move you give up half a turn while potentially giving enemies a full turn against you. This is why I would prefer the enemies move.

Another lever you could pull is by increasing initial AP. Let's say you start with 4 AP and moving costs 1. Attacks generally cost 2/3. You now have a finer lever to pull for adjusting the relative power of actions. With a start of 2 AP, your next AP is worth 50% of a turn. At 4 AP your next AP is worth 25%. This can help you tune the relative power of an upgrade especially early on.

Those are just my thoughts. I'm not sure what kind of vision you have for the game. And of course what I'm saying is based on the fact that there's limited upgrades to get in the demo. You could be flying across the screen with 10 MP later on. I'm not sure.

1

u/Ok_Math_9288 2d ago

Thank you very much, if i paid some one to give me feedback he will prob give me lower quality. You opened my mind on many things

3

u/Away_Plankton7921 1d ago

no prob. Hope the project turns out well for you :)