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Home/r/IndieDev/2025-07-08/#co-op-online-dungeon-crawler-demo-feedback
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Co-op online dungeon crawler demo feedback wanted

r/IndieDev
7/8/2025

Content Summary

A new game studio seeks feedback on their browser-based co-op dungeon crawler prototype. The demo features solo/co-op play with roguelite elements. Key discussion points include the viability of browser-based gaming vs traditional platforms, trust issues with web games, and strategies to reduce friction for casual/lapsed gamers. Developers emphasize instant accessibility while considering future Steam releases.

Opinion Analysis

Mainstream opinions show divided perspectives on browser-based gaming. Some users strongly prefer established platforms like Steam for security and convenience, while developers argue for browser accessibility's potential to reach casual/lapsed gamers. Controversy exists around web security perceptions vs modern browser protections. The debate highlights generational differences in gaming habits and the challenge of balancing core gamer expectations with broader accessibility.

SAAS TOOLS

SaaSURLCategoryFeatures/Notes
No specific SaaS tools mentioned in the post or comments---

USER NEEDS

Pain Points:

  • Distrust of browser-based games compared to established platforms like Steam
  • Long wait times between deciding to play and actually playing (downloads, updates, setup)
  • Accessibility for lapsed gamers and non-tech-savvy users

Problems to Solve:

  • Reducing friction in game access and onboarding
  • Building trust for browser-based gaming platforms
  • Appealing to both core gamers and casual/lapsed players

Potential Solutions:

  • Browser-based instant play (no downloads/installs)
  • Future releases on established storefronts (Steam)
  • Clear communication about browser security features
  • Targeting approachability for non-traditional gamers

GROWTH FACTORS

Effective Strategies:

  • Browser-based instant access to reduce entry barriers
  • Targeting underserved demographics (lapsed gamers, game-curious)

Marketing & Acquisition:

  • Leveraging accessibility as key differentiator
  • Potential multi-platform distribution strategy

Monetization & Product:

  • Balancing core gameplay with casual accessibility
  • Considering hybrid distribution (browser + storefronts)

User Engagement:

  • Quick onboarding process (5-10 second load time)
  • Social sharing features for co-op play
  • Community feedback integration during development