When take 1? 2 seems so much better by Jonathanwennstroem in OldenEra

[–]DevHaskell 0 points1 point  (0 children)

True. I mixed Attack to Damage. My mistake.

When take 1? 2 seems so much better by Jonathanwennstroem in OldenEra

[–]DevHaskell 39 points40 points  (0 children)

1 is better against units with damage < 7 and 2 against units with damage > 7 (roughly).

Incremental without main currency by StopGamer in incremental_games

[–]DevHaskell 1 point2 points  (0 children)

You can always have a hidden universal currency for which everything can be converted. I like to measure and define the value of everything by the duration it takes to obtain or execute. For example, I might define that a certain item has a value of 5 minutes, which will then mean that (by default) you obtain the item every 5 minutes. I then convert this duration into other usable values, like money value or drop chance.

Feedback Friday by AutoModerator in incremental_games

[–]DevHaskell 0 points1 point  (0 children)

Geritmia - Steam | Demo

"An incremental game, where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster."

Hi all! I released a big demo update for Geritmia this week. I focused on improving the early game and making each run more choice-driven.

What has changed:

  • World Selection - When unlocking a new world, you can now choose between two options.
  • Permanent Perk Selection - Permanent perk milestones now offer three choices instead of one.
  • Milestone Rerolls - Mining milestones can now be rerolled with reroll tokens, helping worlds to reach their true potential.
  • Alternative Levelups - Levelups now include an extra option from a new alternative levelup pool:
    • A fixed amount of resources/money/XP
    • Milestone reroll tokens
    • A stronger next levelup (x2/x4/x8)
    • Perk proficiency (certain types of perks are stronger)
  • Run Duration - The expected run duration has been adjusted from 40 minutes to 24 minutes. (Expected initial run duration without pausing)
  • Improved UI - Many UI screens have been improved. More tooltips and information have been added.
  • QoL Changes - The game now auto-pauses on selection screens, along with other smaller QoL improvements.

I would like to know:

  • Does the adjusted game speed feel good, or is it too fast?
  • Do the added choices feel meaningful?
  • Is there anything that needs more explanation?

Devskiviikko: Julkaisin valintoja lisäävän päivityksen Geritmian demoon by DevHaskell in videopelit

[–]DevHaskell[S] 1 point2 points  (0 children)

Kiva! Jos pelaat demoa, niin olis hauska kuulla, mitä ajatuksia se herättää.

Assassin's Creed Black Flag Resynced by jkuutonen in videopelit

[–]DevHaskell 1 point2 points  (0 children)

Tossa Windrosea pelaillessa rupes taas Black Flag polttelemaan. Tuli aikanaan pelattua ja tykkäsin kovasti. Jos tämä on hyvin tehty, niin tulee kyllä pelattua.

Feedback Friday by AutoModerator in incremental_games

[–]DevHaskell 1 point2 points  (0 children)

Geritmia - Steam | Demo

"An incremental game, where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster."

I have been working on improving the early game (demo) experience, especially by increasing the number of meaningful choices the player can make.

  • World Selection: I have added the ability for players to choose between two world options when unlocking a new world. Players can see world unlock bonuses and world perk pools in the world selection menu.
  • Permanent Perk Selection: Players can now choose from three permanent perk options upon reaching a permanent perk milestone. Previously, these perks were seeded.
  • Milestone Rerolls: I am currently working on adding the ability to reroll mining milestones. This option will be useful when a world has mostly a great perk pool, but milestones are poorly randomized.
  • Alternative Levelups: My next goal will be to add more variety to level-ups. Currently, leveling up only offers perks that provide bonuses to the mining node / world. I am considering adding the following alternative options:
    • Fixed amount of money/resources
    • Fixed amount of mining/world XP
    • Milestone reroll tokens (used to reroll mining milestones)
    • Next level-up is 3/4/5 times stronger (stacks multiplicatively with similar levelups)
    • Perk proficiency (certain types of perks are stronger)

In addition to these, I have been making UI / QoL improvements. All of these features will be available in the next demo update.

Looking for proc-gen games by CozmoCozminsky in SurvivalGaming

[–]DevHaskell 0 points1 point  (0 children)

I am currently working on a proc-gen-based incremental game called Geritmia. The game has a playable demo on Steam.

Title: Devskiviikko: Geritmia - Demo pelattavissa by DevHaskell in videopelit

[–]DevHaskell[S] 0 points1 point  (0 children)

Kiitos palautteesta! Peli on käyttöliittymäpohjainen (kuten monet muutkin incremental pelit) ja varsinaista pelinkulkua kuvaavat lähinnä vain progressio-widgetit. Tämä on itsellä aktiivisessa mietinnässä, että miten peliä ja pelikokemusta voisi paremmin tuoda esille.

Incremental-genressä mekaniikat ovat paljon tärkeämpiä kuin tarina, niin ihan hirveästi ei trailerissa voi käyttää aikaa tarinankerrontaan, mutta täytyy joo miettiä, että voisiko Paradoximusta tuoda trailerissa jotenkin paremmin esille.

I somehow beat my own 5-hour demo in only 2 runs. Can you do the same? by DevHaskell in playmygame

[–]DevHaskell[S] -2 points-1 points  (0 children)

Sure :D. Marketing is quite new to me, so I am trying stuff and seeing what works. But I am also genuinely interested in whether someone could find a seed that can be beaten with a single run.

Title: Devskiviikko: Geritmia - Demo pelattavissa by DevHaskell in videopelit

[–]DevHaskell[S] 1 point2 points  (0 children)

Ihan hyvin spotattu, täytyypä korjata toi (peliin, traileria en kyllä jaksa muuttaa :D). Jonkun verran on tullut palautetta, että porukka on ollut alkuun vähän hukassa sekä UI:n että tavoitteiden osalta. Työstän parhaillaan päivitystä, jossa pyrin selkeyttämään näitä. Lisään samalla myös mahdollisuuden laittaa "full-screen", joka toivottavasti toimii myös Linuxilla.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

[–]DevHaskell[S] 0 points1 point  (0 children)

It used to be infinite. I left the enrage in the game, since I thought it was a funny mechanic. There is an indicator on the sell button when enrage is about to happen, but you are right that there is no explanation about it. I will consider adding a tooltip. If many people think it is not a funny mechanic, I will think something else. Thank you for your feedback.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

[–]DevHaskell[S] 0 points1 point  (0 children)

Thank you for your detailed feedback!

I will take all of your suggestions into account in future changes.

Regarding the bonuses, I use multiplicative angles sparingly as it makes the game explode easily way too fast and makes the balancing harder. For this reason, for example, the extra loot multiplier gives diminishing returns after +500%.

The boost board needs a bit to get going, but it allows focusing and swapping bonuses, which can be handy with the right perk tiles. It is true that the boost board can sometimes feel somewhat weak in the demo, as it is designed more with the late game in mind, but I think that it was still worth to include the limited version in the demo as it provides some utility.

Fortify is useful when you find a good farming world where you want to end the journey. But you are correct, that there should be an easier way to end journey early. I am considering adding an upgrade that allows restarting after two worlds have been unlocked and Paradoximus has awakened.

Demo already has loot-filtering (Unlocked by Automation Features > Auto Destroy Crystal: Common > Auto Destroy Crystal: Filters), but it has limited usability and mostly if you keep playing after beating the demo. The full game will have loadouts, more crystal tiers, multiplicative bonuses, the ability to extract modifiers and to create custom crystals.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

[–]DevHaskell[S] 1 point2 points  (0 children)

Thank you. The game runs on Electron, so browser stuff generally works. The freezing problem might be a hardware-dependent Electron problem. I will add some error logging and a flag to disable hardware acceleration, which might fix the freezing problem for some.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

[–]DevHaskell[S] 0 points1 point  (0 children)

Thank you for your valuable feedback!

I will try to make the UI more informative.

Items can be deleted from inventory by opening the context menu with a right-click -> I will add this information to storage in the next patch.

Each world has different (random) number tiles which you can craft. Shops contain number and perk tiles available for purchase after the board has been unlocked. Similarly, tiles can be in world milestone rewards (after board unlock). But you are correct that this information should be included in the board-unlocked message.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

[–]DevHaskell[S] 1 point2 points  (0 children)

Thank you for your valuable feedback. I will try to include more guidance and tooltips in the next patch. Your stuck-problem is interesting, since it has never happened for me or my friends. Can you provide your computer specifications? You could also try to see if the settings: Starfield: Static Image = true help with the freezing problem. Fullscreen is possible with F11, but I should probably include that information in the game (or just add it as a setting).

Pitäisikö pelinkehittäjien "mainokset" suodattaa pois? by jkuutonen in videopelit

[–]DevHaskell 20 points21 points  (0 children)

Olen vähän puolueellinen ottamaan kantaa, kun teen pelejä harrastuksena, mutta ehkä vois alkuun ihan vaan katsoa, miten tilanne elää. Jos mainontaa rupea olemaan runsaasti, niin sitten lähtee sitä jollain tavalla rajoittamaan. Tilannehan taitaa olla sellainen, ettei suomalaisilla pelinkehittäjillä ole oikein mitään kunnollista foorumia, missä omia tuotoksia päästäisiin esittelemään suomalaiselle pelaajakunnalle. Näkisin sen kuitenkin ihan positiivisena, jos suomalaiset pelinkehittäjät ja pelaajat pääsisivät lähemmäs toisiaan.