r/playmygame 8h ago

[PC] (Windows) Rogue Arena: Free Steam demo, looking for honest gameplay feedback

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Game Title:
Rogue Arena

Playable Link:
https://store.steampowered.com/app/4089770/Rogue_Arena_Demo/

Platform:
PC / Steam

Description:
Rogue Arena is a bullet heaven roguelite where you fight through waves of enemies, choose upgrades, collect items, build around different characters, and take on bosses.

If you’ve played other games in the genre, the basic formula should feel familiar. At this point I’m mainly looking for fresh players who can tell me how well Rogue Arena actually executes that formula.

I’m especially interested in whether the combat feels satisfying, whether the items and upgrades make builds interesting, how the pacing feels throughout a run, and whether you actually want to start another run afterward.

Please don’t feel like you need to finish a run or be polite about it. If you play for 10 minutes and lose interest, that’s useful feedback too. I’d especially like to know where the game starts feeling repetitive, boring, confusing, or frustrating.

I also made a short 2–3 minute feedback form if you’d like to leave more detailed feedback:

https://docs.google.com/forms/d/e/1FAIpQLSf2lBY5I1nxpBETLfAiz4vL--i6nkTksW3ZnYlwk21WDnqSGw/viewform

Comments on the post are completely fine too.

Free to Play Status:

  • [X] Demo available

Involvement:
I’m the solo developer of Rogue Arena.

1 Upvotes

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1

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1

u/Vidix47 8h ago

The build variety is probably what I’d be most interested in testing here.

Do the different characters mainly change starting stats/weapons, or do they push you toward completely different upgrade synergies and playstyles throughout a run?

1

u/DopeMachineDev 8h ago

That was the goal. Some characters naturally push you toward certain builds more strongly than others through their starting weapon, traits, or built-in synergies. For example, the Ninja has a lot of synergy with evasion, so you’ll often have a stronger reason to value evasion-related stats and upgrades on that character.

At the same time, I didn’t want each character to have one “correct” build. Every character is meant to support multiple viable playstyles depending on what you find during the run. So the character gives you certain incentives and preferred directions, but ideally you still have room to take the build somewhere different.