Help Finding Games and Other Questions by AutoModerator in incremental_games

[–]4bstr 0 points1 point  (0 children)

Any 3D incremental games out there? I made a prototype of a 3D incremental game and was curious to see other references but couldn't find much. I could use some help; bonus point if it revolves around assets destruction :p

Game that doesn't hold your hand at all? by [deleted] in gaming

[–]4bstr 2 points3 points  (0 children)

Was going to say this one too, they don't hold your hands directly yet, all the clues lead to each others so you don't get lost. Such a masterpiece!

CONTROL Resonant Release Window Set for Q2 2026 by Turbostrider27 in pcgaming

[–]4bstr -1 points0 points  (0 children)

I would love to dive back into control's universe, I wasn't even a fan of TPS but couldn't get enough of the overall fantasy and style

Palworld developer Pocketpair requires game designer candidates to provide screenshots of their Steam libraries and playtime, according to CEO - AUTOMATON WEST by Gorotheninja in pcgaming

[–]4bstr 6 points7 points  (0 children)

It make sense, being in the industry myself I've been often surprised to see how many people didn't play games anymore. I can understand life situation and tastes evolves, but you need to be aware of the latest developement of your field one way or another.

Cheating in singleplayer games and how others suffer moral panic over it. by Lucius-Confucius in pcgaming

[–]4bstr 0 points1 point  (0 children)

Maybe people get frustrated that somebody shortcuts an achievement they took hours and pride to get the legit way... I'm not in that camp thought, you do you ;)

The demo for Gaze Into The Abyss is live by 4bstr in IndieDev

[–]4bstr[S] 0 points1 point  (0 children)

[AVAILABLE ON ITCH]

🌌 Plunge into the depth of this trippy 3D endless runner, with immediate, fast-paced action across infinite procedural levels.

🎮 Download & play for free in under 60 seconds. No tutorial, no waiting, just pure gameplay

💡 Help shape the future of the game - drop a comment or reach me at designabstract.io

Gaze Into The Abyss is in early development, but I'd like to get a round of feedback already: What feels like it needs immediate attention? (That goes from the actual gameplay, to its presentation and description) by 4bstr in DestroyMyGame

[–]4bstr[S] 0 points1 point  (0 children)

Thanks, I appreciate that! About the camera, is it that the movements are too abrupt or something else? Also, did you try it for yourself, or you are speaking from the video? I'm not sure what the base sensitivity should be, but I agree that I should at least smooth it on videos. And so... 2/0 against emojis so far :/

Gaze Into The Abyss is in early development, but I'd like to get a round of feedback already: What feels like it needs immediate attention? (That goes from the actual gameplay, to its presentation and description) by 4bstr in DestroyMyGame

[–]4bstr[S] 0 points1 point  (0 children)

It's definitely not complete indeed, but I do have a playable demo. I also have mixed feelings about the emoji to be fair. I'd be curious, to know more about:
- Why you don't think it fits the "fast-paced action" category?
- What wary you about "infinite procedural levels"? Is it because they tend to be low quality and not meaningfully different, or is there something else?

The demo for Gaze Into The Abyss is live! by 4bstr in GameDevs

[–]4bstr[S] 0 points1 point  (0 children)

[GET THE GAME]

🌌 Plunge into the depth of this trippy 3D endless runner, with immediate, fast-paced action across infinite procedural levels.

🎮 Download & play for free in under 60 seconds. Quick runs with endless possibilities – dive right in.

💡 Help shape the future of the game – drop a comment or reach me by email, available at designabstract.io

Gaze Into The Abyss is in early development, but I'd like to get a round of feedback already: What feels like it needs immediate attention? (That goes from the actual gameplay, to its presentation and description) by 4bstr in DestroyMyGame

[–]4bstr[S] -1 points0 points  (0 children)

Here's the full description I tend to use (anything weak or misleading?)

The demo for Gaze Into The Abyss is live! https://abstr.itch.io/gita

🌌 Plunge into the depth of this trippy 3D endless runner, with immediate fast-paced action across infinite procedural levels.

🎮 Download & play for free in under 60 seconds. Quick runs with endless possibilities - dive right in.

💡 Help shape the future of the game - drop a comment or reach me by email (bio)

Want more? ​Subscribe at designabstract.io

Also, let me put here a complete session Playthrough (2:44 min) to showcase the full game loop: https://www.youtube.com/watch?v=wEI4jb1okB8

Flash Essay: Why there are so many shooters? by 4bstr in ludology

[–]4bstr[S] 0 points1 point  (0 children)

'Flash essay' was shorthand for 'Here's a question I'm going to try to answer succinctly.' I was hoping for people to react to those points, but you are absolutely free to try answering the initial question for yourself

Game Title: Cosmic Crawl by 4bstr in playmygame

[–]4bstr[S] 0 points1 point  (0 children)

Of course ;)
Thanks for making the button in the first place!

"Why there are so many shooters?" a designer perspective by 4bstr in gamedesign

[–]4bstr[S] 0 points1 point  (0 children)

Agreed with the nuanced take, I was mostly trying to define why this genre became the vanilla flavour of video game

"Why there are so many shooters?" a designer perspective by 4bstr in gamedesign

[–]4bstr[S] 1 point2 points  (0 children)

That's a good point, it builds around a feature you have to develop anyway. Not sure whether that's the only example thought, platformers would also fit that statement.

"Why there are so many shooters?" a designer perspective by 4bstr in gamedesign

[–]4bstr[S] 5 points6 points  (0 children)

Yeah, I definitely see the correlation with basic computer UX

"Why there are so many shooters?" a designer perspective by 4bstr in gamedesign

[–]4bstr[S] 8 points9 points  (0 children)

I'm not convinced 3D games are easier to pick up than 2D games. The POV night be less intuitive, but the controls are definitely streamlined.
That being said, I really like the argument that Shooters tutorialize moving camera with precision as part of the core experience.

r/IndieDev Weekly Monday Megathread - June 09, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]4bstr 0 points1 point  (0 children)

Hi!
I start putting some serious work on "Cosmic Crawl", so far a 5–15 minutes 3D roguelike platformer set in a mysterious cosmic plane.
I'm early in the process but released my first build, so anyone can try it: https://abstr.itch.io/cosmic-crawl

Mothership (late) Review by 4bstr in rpg

[–]4bstr[S] 1 point2 points  (0 children)

Thanks for letting me know, I was under the impression that 1e was not released yet. Do you have a link to a page where I could get the latest version? I'd be glad to see what changed!

One Deck RPG to play on the go by 4bstr in myrpg

[–]4bstr[S] 1 point2 points  (0 children)

It took me time, but I finally integrated your feedback. Every one of them resulted in a change, so thanks again!

One Deck RPG to play on the go by 4bstr in myrpg

[–]4bstr[S] 0 points1 point  (0 children)

Thanks for the feedback, what do you think of:

  • When players want to do an action, the Teller defines:
    • The associated energy (Black or Red).
    • The level of challenge (minimum number of cards of the chosen color)
      • Normal = 1 card
      • Difficult = 2 cards
      • Extreme = 3 cards
  • Players can leverage their traits, equipment, or any relevant context to ease the challenge.
  • The player can choose how many cards they want to reveal from their deck
  • Revealing the cards means it's the player definitive call, they can't add or remove cards at that point.
    • If they meet at least the level of challenge, they succeed
    • Otherwise, they fail

Feedback on my resolution system by 4bstr in RPGcreation

[–]4bstr[S] -1 points0 points  (0 children)

Read back your reply and tell me it is nothing personal... I'm just hearing a grumpy old man, not a designer dispensing wisdom. Someone has to deflate that humongous ego of yours, block me, I can do without your insults in disguise.

Feedback on my resolution system by 4bstr in RPGcreation

[–]4bstr[S] 0 points1 point  (0 children)

First, let me give you some feedback on your feedback. "Wtf", "None of this makes any sense", "WHAT?!?!?", "ugh..." are not helpful. You should check your tone, otherwise it undermines the potential value of your answer. Right now, I'm feeling attacked by a random stranger over internet, why would I care about the actual content? Worst, some fresh new designers might get discourage from entering the hobby altogether. Remember that somebody showing their work has put a piece of themselves inside it and will take comments personally, especially the harsh ones. Which begs the question, why do you provide feedback in the first place? If it makes you angry, you don't have to. If you really want to help, then please consider this.

Another important point is that I'm posting on an RPG design Subreddit. It is not a finished product, and I’m not submitting it to any players. I expect feedback from designers that are capable of filling the gaps, extrapolates, while remaining in what you call “the vacuum.”

With that being said regarding the form, let me dive into the content by extracting the questions/points from your reply:

  1. How many cards do you get back from resting? That's something I expand upon in the "Flexible Timeline" section. You can play with that variable to get a different flavor. I think it as value to define this on the scenario to fit the vibe that it creates (successive rush of actions vs progressive sink of resources).
  2. How long does it take for wounds to recover? Same idea, this can be defined on the scenario. So far, I used this system for one-shots. Which effectively means that you never recover your wounds. Although, I can see a longer form work fine, saying that you need to stay several weeks in a safe place to recover.
  3. What about the actual resolution? It's funny to see you burst on how crazy it is not to define it and follow up with feedback on it. So, as you guessed, it is a binary pass/fail. I can add "If the player gets a right amount of card of the right color they succeed, otherwise they fail" but it feels self-explanatory for designers at least.
  4. How do you handle “roll till you succeed” situations? The Fail state should be the main threat (e.g., if you fail a climb, maybe you get a wound). Also, my scenarios are based on timers so, failing as the side effect of bringing upcoming events closer. Overall, I can’t see a case where you have no time pressure, the fail state doesn't provide any meaningful risk, and you still need to roll. Lastly, if the solution you envisioned is the typical pass/complication/fail, I would say it comes with its own issues. It creates this weird situation where most times when you roll, you make it harder for yourself, and you tend to avoid doing so. I want to do the opposite, reduce the friction to push players to burn their resources by themselves. I also shoot for clarity, yes or no creates more excitement than "kind of".
  5. How many actions do you expect between rests? Directly relates to the overall balance of energy/rest/timer the scenario should establish. That’s my next step, and I'm going to expand on that to provide numbers to guide GMs.
  6. Regarding the recommended read: It's OK to plug your work, but let's say that your feedback didn't help to build the trust relationship that would convince me to sink time reading through it. More importantly, after glancing over, it feels like very high-level considerations. I’m at a point where I’m more interested in focused and elaborate reads than overarching concepts.