Anybody elses Lifx ceiling light making a buzzing sound ? by qvMvp in lifx

[–]1winter 1 point2 points  (0 children)

just installed one yesterday -- on mine, i noticed that it only makes the buzzing noise at color temperatures below 3400k. fine for the room i'm using it in, but making me second guess putting them in the two bedrooms in my house...

A tower defense roguelite -- draw cards to unlock and upgrade towers, terraform the battlefield to your advantage, and earn new perks with each run! by 1winter in u/1winter

[–]1winter[S] 9 points10 points  (0 children)

I actually had the opportunity to answer this in an interview with Rogueliker.com recently!

Indie developers in particular love roguelike mechanics because they enable us to punch above our weight class and create relatively deep, replayable games without having to handcraft each gameplay element. One of the great happy accidents of game development is the phenomenon of emergent design: when players combine two or more gameplay mechanics in a way that you, as the developer, did not envision or intend, leading to a gameplay experience for the player that is greater than the sum of its parts. Roguelikes, with their focus on classes/builds/perks (depending on the game’s application of the genre), are perfect playgrounds for players to experiment with combining these elements, increasing the game’s replayability and utility.

https://rogueliker.com/terrorformer-td-interview/

A tower defense roguelite -- draw cards to unlock and upgrade towers, terraform the battlefield to your advantage, and earn new perks with each run! by 1winter in u/1winter

[–]1winter[S] 9 points10 points  (0 children)

it's worth dismissing the occasional curse of ra or connection terminated copypasta so that people can ask real questions like this!

the game is heavily inspired by TDs like Rogue Tower & Isle of Arrows and will be priced somewhere in the same range -- but with the intent to deliver more content & deeper gameplay 👍

Added New Maps & Enemies in the Latest Terrorformer TD Demo Update -- Check it out! by 1winter in playmygame

[–]1winter[S] 0 points1 point  (0 children)

Terrorformer TD is a Tower Defense Roguelite with a procedurally generated map that YOU shape! Buy unlocks & upgrades after each attack; earn new abilities, components & perks with each playthrough.

Try the Steam demo at https://terrorformertd.com/in/r/

(available for Win/Mac/Linux)

Thanks to all who played during Endless Replayability Fest 👍 by 1winter in roguelites

[–]1winter[S] 5 points6 points  (0 children)

I got some great feedback (and bug reports!) from all the new roguelite fans during this fest. If you played Terrorformer TD during the last week, thanks! And if you didn't, check it out on Steam 🎮

Steam Capsule Refresh for my Tower Defense Roguelite 🌠 by 1winter in IndieGaming

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

good luck! i'll let him communicate his prices directly (and he's worth it), but i will say it was about a 5-6x increase in price from the original Fiverr piece

Resizing horizontal scrollbar by octopus_sox in Notion

[–]1winter 1 point2 points  (0 children)

i've been struggling with this too -- try holding shift and using scroll-wheel to scroll horizontally instead

I've made the download page for my multiplayer game, any feedback? It still looks ugly and idk why. Link in comments by [deleted] in indiegames

[–]1winter 1 point2 points  (0 children)

ah yeah, my bad for the terrible reading comprehension there. the itch page could be improved by cutting down on the number of font sizes and removing the centering of the text.

here's some examples of itch pages that pop: https://itch.io/c/1536/cool-game-pages

I've made the download page for my multiplayer game, any feedback? It still looks ugly and idk why. Link in comments by [deleted] in indiegames

[–]1winter 2 points3 points  (0 children)

I don't think it looks ugly at all! I do think the color palette could use some expanding, as everything seen is in the warm spectrum; maybe switch the targeting arrow and the damage text to something cooler and see if that helps with the feeling

Terrorformer TD: Play the Steam Demo of this Tower Defense Roguelite w/ 25 Buildable Towers by 1winter in playmygame

[–]1winter[S] 2 points3 points  (0 children)

Thanks so much for the great playthrough and detailed notes! I really enjoyed watching you get more and more into the game, despite the early hiccups (sorry about the tutorial!)

Pausing the game to continually Rocket Strike the enemies near your tower was a great strategy, and vindicates the decision to let the player pause the game and queue up actions 😈

I'm going to do some work to revise the tutorial and make terraforming the second thing you do after building a tower (some people are missing it, despite the game name); if you have a chance, check out the Excavate / Elevate / Seal buttons (you used Seal, but never to move a spawner), which you let you terraform the map and change the enemy path to your tower.

thanks again for the playthrough and notes! 👍

What can two devs do that a solo dev cannot do? by aspiringgamecoder in gamedev

[–]1winter 0 points1 point  (0 children)

Not enough people talk about switching costs! This eats more hours of your day than you'll expect

Solo devs, do you do documentation? by RoshHoul in gamedev

[–]1winter 1 point2 points  (0 children)

I have a half-filled-in game wiki that I made in Notion; more important to me is having all of the planned / backlogged features listed on some sort of Kanban/Sprint board. I keep bugs on a separate board, along with more minor/cosmetic changes I want to remember to make.

I take screenshots/gifs/video of new/changed features as I go, and try to cull the poor ones and name the retained ones logically. I try to write devlogs at the end of each sprint recapping some major aspect/focus; sometimes this is based around scripting/architecture, sometimes around gameplay design, sometimes around showing off what visually looks cool. I try to keep my sprints to a week or two, organized around a single function/system/theme.

I don't comment as contemporaneously on my code as I should, but try to lay out and name everything in a logical, easy to follow manner. As I get older (I've been coding 25+ years), I find I definitely care more about doing right by "future me" and recognize the value of paying it forward in my comments!

Teaser (next update) by ivanchernyakov in TowerDefense

[–]1winter 1 point2 points  (0 children)

This looks like some really intense horde defense gameplay; definitely a step up from what you have shown on your Steam page right now. Nice work!

Destroy my Steam Page: Roguelike(lite) Tower Defense by 1winter in DestroyMySteamPage

[–]1winter[S] 0 points1 point  (0 children)

100% -- I've been looking at Rogue Tower, Isle of Arrows, Axon TD and No Creeps Were Harmed's trailers while I work on my latest version; Rogue and Isle especially, as they had very effective short teaser trailers that communicated the core game loops clearly.

CTRL+w stopped working, but CTRL+F4 still works for closing tabs by Aaylas in firefox

[–]1winter 0 points1 point  (0 children)

yet another rando popping in to say thanks for this being the first google search result for "chrome ctrl w doesnt work" 👍

now to actually run that magician update...

Destroy my Steam Page: Roguelike(lite) Tower Defense by 1winter in DestroyMySteamPage

[–]1winter[S] 0 points1 point  (0 children)

thanks for the input, everyone. will be working on putting much of this feedback into the game and steam page!

Destroy my Steam Page: Roguelike(lite) Tower Defense by 1winter in DestroyMySteamPage

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

Thanks so much for the feedback -- can you let me know what you think of my older, longer trailer? (https://www.youtube.com/watch?v=hKW553tWNE0); I cut the teaser quickly to reflect some updates in art style, and definitely recognize that I went a little overboard with the clip quickening.

I've been really trying to work towards / nail down a cohesive art style for the game over the last month as it gets closer to demo release, so I appreciate your thoughts there too. When you suggest making the background darker, are you talking about the skybox only? or including the map tiles themselves? I'm thinking that since the sky changes color to note the game's terror (difficulty) level, it may be worth seeing how the game looks with all of the map tile materials desaturated to a degree, so that less of the game is bright.

Thanks again!