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hironakamura

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  1. Hi everyone, I’m Dan, the solo developer of Gilded Dominion, a persistent browser-based economic and life-management RPG set in an alternate Reconstruction-era America around 1866. The game is currently in Public Alpha. You begin as a laborer and build your way upward through: - work and education - property ownership - agriculture and livestock - production and resources - businesses - trading and a persistent player economy - long-term social progression The player account is separate from the gameplay characters you control, so you can build multiple lives under one player identity. Right now I’m not looking for a huge audience. I’m looking for the first 20 real players who can help me understand whether the opening experience is actually clear. If you try it for 10–15 minutes, I’d especially value answers to these three questions: 1. What did you think your first goal was? 2. Where did you hesitate or feel confused? 3. What would make you come back for another session? Public Alpha: https://gildeddominion.com/?utm_source=makewebgames&utm_medium=community&utm_campaign=first20_2026sep&utm_content=gameprojects_v1 Discord: https://discord.gg/BZ3Vu5K9GE The game is free and runs directly in the browser. Transparency: Gilded Dominion uses AI-assisted/generated artwork in parts of its visual production. The game systems, design direction, balancing, integration, and ongoing development are handled by me. Blunt feedback is genuinely more useful to me than compliments. Thanks for taking a look.
  2. The “one world, then another” structure is interesting because it gives you a clean way to change tone and mechanics without breaking the identity of the game. The part I’d be most curious about is what actually carries over between worlds — player knowledge only, or also stats/resources/reputation? If each world is meant to feel distinct, that carry-over choice will probably define whether the transitions feel exciting or just like resets.
  3. I like that the loop is very explicit: train → fight → reward. One thing I’d watch closely is whether the player understands why to pick one training path over another, not just what each stat does. If the first fight exposes the consequence of that choice quickly, the loop will probably feel much stronger. I’d also be curious how often the player gets a meaningful decision versus simply repeating the highest-value training option.
  4. Hi everyone, I’m Dan, a solo developer currently building a persistent browser-based economic/life RPG called Gilded Dominion. I joined because I’m especially interested in browser-game design, progression systems, economy balancing, and learning from people who have already built or operated web games. Right now I’m working on a Public Alpha and trying to improve onboarding and first-session retention. Looking forward to learning from the community and sharing feedback where I can.
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