Read the full feedback with timestamps at https://akton.one/pt/lich-lords-by-recode/ (optimized!) or below!
In case you feel like you want to support me helping my cause: ☕ https://ko-fi.com/akton1
In case you are a dev, like my report and would like me to test your game: https://ko-fi.com/akton1/commissions
⏱ First 5 Minutes Impression
Start screen animations feel good and polished (00:00:23)
Logo and menu layout feel misaligned and could be improved (00:00:26)
Text box layout feels cramped and would benefit from better spacing (00:00:47)
UI overall gives a strong first impression (00:01:24)
Click sound design has too much echo/depth (00:01:45)
Highlight visuals feel too large but look great (00:02:20)
Icon style feels too cartoonish and mismatched with tone (00:08:52)
UI feel is immediately enjoyable and readable (00:01:24)
Character creation lacks clarity in values and scale (00:03:49)
Key terms are unclear (e.g. “total lich”) (00:04:40)
Text scrolling and jumping issues reduce polish (00:05:13)
Early performance hiccups and loading stutter present (00:06:54)
🧭 Onboarding, Goals & Feedback
Tutorials bound to locations feel restrictive and unintuitive (00:11:33)
Tutorial triggers often appear after actions were already completed (00:28:45)
Combat feedback unclear (enemy sound vs system feedback confusion) (00:14:49)
Keybindings and controls lack intuitive defaults (00:27:03)
Game systems (death, portals, progression) are unclear and confusing (00:44:43)
Teleportation and blood crystal logic not well explained (00:37:02)
🔥 Fun Factors & Peak Moments
Combat pacing and speed feel very enjoyable (00:50:32)
Impact feedback on hits feels strong and satisfying (00:58:48)
Grid-based map exploration creates curiosity and drive (00:32:00)
Enemy variety and design feel engaging (01:06:53)
Cryptic world messages create strong curiosity and immersion (01:21:32)
Level design feels interesting, abstract, and atmospheric (00:36:27)
💡Ideas
Provide clearer scale indicators in character creation (00:03:49)
Add readable, revisitable tutorial system instead of location triggers (00:26:01)
Offer classic control preset (e.g. roll on space) (00:27:07)
Stabilize camera during finishers or use cinematic cuts (00:23:41)
Add perspective toggle hotkey with saved camera states between arpg and 3rd person (01:14:00)
Introduce dungeon navigation tools (markers, flares, or spells) (01:18:44)
Add minimap or layered 3D map system (01:31:09)
Improve item readability with transparency/less intrusive UI (00:51:38)
Add combat depth via directional damage or weapon hit zones (01:01:01)
Expand multiplayer/world interaction systems (events, triggers) (00:55:21)
Add lore collection and discovery systems (01:17:46)
Add quick “equip optimal gear” option (01:41:23)
🐞 Bugs / Crashes
Text scrolling and UI jumping issues (00:05:13)
Camera glitches and strange mouse behavior (00:07:46)
Visual glitches and ragdoll inconsistencies (00:22:55)
Combat issues on stairs and hit detection inconsistencies (01:26:53)
Enemies attacking through doors (00:56:45)
Frozen or inactive enemies (01:39:43)
Spell usage inconsistencies (01:26:50)
🎯 Game Loop & Motivation
Core loop of exploring, fighting, and collecting feels engaging (01:12:38)
Grid exploration strongly motivates discovery (00:32:02)
Lich progression system feels promising and rewarding (01:05:37)
Loot variety and randomness supports replayability (01:12:43)
I didnt expect the game ends, after I was reborn in the town the first time i diead (00:44:43)
😴 Boredom Threshold
Backtracking and long traversal without events reduce engagement (01:24:10)
Getting lost without navigation tools breaks flow (01:16:30)
Empty stretches with no enemies or objectives feel slow (01:24:04)
👍What works well
Strong combat pacing and satisfying hit impact (00:50:32, 00:58:48)
Engaging and atmospheric level design (00:36:27)
Addictive exploration through grid-based discovery (00:32:02)
Interesting enemy variety and encounters (01:06:53)
Cryptic storytelling creates curiosity and immersion (01:21:32)
Clean and readable core UI structure (00:01:24)
⚠️Biggest friction points
Camera behavior during combat and finishers disrupts flow (00:23:41)
Tutorial delivery is poorly timed and restrictive (00:28:45)
Core systems (death, portals, progression) lack clarity (00:44:43)
Visual inconsistencies (icons, effects, UI elements) break cohesion (00:08:52)
Combat fluidity impacted by stutter, flashes, and animation locks (00:20:28)
Put the “was defated” text to the left and make it smaller (same as the ingame events, crtical and not enough stamina) make it look like a log?
#indiegamedev #gamedev #playtest #uxreview #indiegame #feedback #gamedesign #arpg #soulslike #leveldesign