Feedback after 2 days playing.

24 views
Skip to first unread message

Kirothak

unread,
Jul 3, 2026, 3:16:40 AM (3 days ago) Jul 3
to Watch Rpg testers
Playing on a Galaxy Watch 7 
WearOS ver 6.0

Ok here is my thoughts and ideas after 2 days playing. This will probably be a poorly/not organized chaotic mess though haha. Much of this is probably due to being early development and you plan to add more but just going to toss everything out here in case it has any value to you. 

First of the game looks great. I dig the pixel art style. It really looks way better then I expected to ever find looking for a WearOS idle game. 

Next the UI... It's brilliant and IMO is the perfect UI/UX design for a watch game. Really well done!

Though a few UI things tripped me up and they might just be me really but it was half a day before I realized there where more pages to the equipment and chests sections. Maybe the first time someone vists these pages the little button on the right can flash/wiggle/throb  something along those lines to bring it to the players attention. Though only th first time visiting the section. That would get old fast. 

The step chests are a cleaver idea taking advantage of the health tracking nature of pretty much all smart watches. It is an anti-idle idle games haha. But it is not registering steps for me.

I am not sure I understand the PVP section. Seems it is for physically nearby people? If so to be honest that's probably not going to see much use. Also I get an error "missing permission access course location" when I tap find opponent. When I first launched the game I accepted all permissions it prompted for.

The small text on items can get lost in the location background being hard to read (-specifically rare and epic items when in the glittering grotto (though I( have only seen the first 3 areas so far so maybe others have this issue to) Maybe make the background on the item cards a bit less transparent then they are currently. 

Now about game play and progression. By the end of my first day I had the legendary weapon (before leaving the first area even) and by mid day the second day I have the top equipment for the other 2 slots before leaving the second area.  All that came from item drops. I get that progress continues via upgrades but I donno that feels to fast for "Legendary" on day 1. and having the best gear and not having anything to look forward to or work for after day 2 is kinda meh. And after you get that all future item drops are meaningless.I purpose item drop rarities be gated by area. 
Area 1 only green drop
Area 2 up to blues
Area 3 up to purples
Area 4+ up to golds.

I feel there needs to be more to interact with/do. Maybe it would feel less bare bones to me if the step chests worked for me. But I am left wanting more to do. A thought I had is an alchemy system. Where components drop from kills and chests and you need to craft the health potions rather then just buy them (though still have a gem cost as part of the crafting recipe as well) But also have other position that can be crafted and used at will (which gives a bit more agency to the combat). There can be multiple tiers of each potion type Some potion ideas...
+5/10/15% Exp gain for 1 hour
+5/10/15% Attack for 1 hour
+5/10/15% Def for 1 hour
+5/10/15% Attack speed for 1 hour
HP Regen
Things like that. This also gives a lot more that can be added to loot/chest drops that as stated above become a none factor after getting the top gear. Both ingredients and the recipes can be loot drops and lock the higher tiers of recipes to higher areas. I would keep these recipes/system pretty simple each potion has 2 ingredients+gems to make them. Higher tier versions of the potion use the same 2 ingredients just more of them. 

Ok I think that is enough of a wall of text of my ramblings for now. I do worry this might come off more negative then I would like. So to be clear I like the game and it is certainly decent as a simple idle game as is. I would by no means call it bad. 

Isaacuturn

unread,
Jul 3, 2026, 10:35:06 AM (2 days ago) Jul 3
to Watch Rpg testers

Thank you so much for taking the time to play the game for two days and write such detailed feedback. I truly appreciate the time and effort you put into it.

I'm really happy to hear that you enjoyed the pixel art and the UI/UX design. 😊 There are still many things I'm working on, such as adding a character collection system, a Mystery Dungeon mode, and further UI/UX improvements. Your kind words have honestly given me a lot more confidence to keep developing the game.

Your suggestions for improvement were incredibly helpful as well. The UI issue you mentioned is actually something a few of my friends pointed out too, so it seems it really isn't obvious for first-time players. 😄 That's one of the reasons I'm currently developing a companion app for Android phones. I felt that the smartwatch screen is simply too small for things like character management and tutorials. That said, even for players who don't use the companion app, I completely agree that the game should do a better job of drawing attention to those UI elements, just as you suggested.

The PvP system was inspired by Tamagotchi games. However, as you mentioned, if there aren't enough active players, it's difficult for that feature to shine. Of course, I hope the game grows enough to make PvP worthwhile, but if it doesn't, I'll definitely have to rethink that system.

I'll also investigate and fix the issues you reported, including the step counter not registering properly, the PvP location permission error, and the readability of item text.

I completely agree with your thoughts on progression as well. Getting Legendary equipment too early makes future loot much less exciting, which is a serious problem for an idle RPG. I really like your idea of limiting item rarities by area, and I'll definitely keep it in mind as I continue improving the game's long-term progression.

Your alchemy system suggestion was fantastic—I honestly had never even considered something like that! 😂 Adding crafting materials, recipes, and temporary buff potions would give players a meaningful reason to care about loot beyond just equipment, making the game much more engaging. I can't promise it will be implemented exactly as you described, but I absolutely love the direction of the idea.

Thank you again for your thoughtful feedback and for giving my game a chance. It has been incredibly valuable. When the game officially launches, I'd be happy to send you a promotional code as a small thank-you for your support.

Thanks again, and I hope you'll enjoy seeing how the game continues to evolve!


2026년 7월 3일 금요일 오후 4시 16분 40초 UTC+9에 kiro...@gmail.com님이 작성:
Reply all
Reply to author
Forward
0 new messages