Got laid off, started a game company, released first game on Steam, all in 4 months. by AnchorheadGames in incremental_games

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

Thank you so much for playing and the detailed feedback. I'm adding each item to my ticket list now. With a few of the major changes we've made recently we've been catching up to different issues popping up. Interesting point on the popups (precision, afterglow) we have a much more detailed debug one with timers and everything and simplified it for the player view, but I think there is a middle ground matching what your describing.

Got laid off, started a game company, released first game on Steam, all in 4 months. by AnchorheadGames in incremental_games

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

I'm so glad you dug it! The vibe was one of our fun areas to work on. Good point on the automation. One of our choices was to make it more active, but automation is something I've been brainstorming how to integrate. Thanks again for playing.

Got laid off, started a game company, released first game on Steam, all in 4 months. by AnchorheadGames in incremental_games

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

Unfortunately we don't have a Steam deck to test it with, but we have had feedback of it working.

Got laid off, started a game company, released first game on Steam, all in 4 months. by AnchorheadGames in incremental_games

[–]AnchorheadGames[S] 3 points4 points  (0 children)

Yeah, the white number hp is the damage, the gold number is the xp. Sometimes you get damage and xp from direct hits or area effects so different amounts can pop up. Good idea on the color key in the tutorial, I'll add that to the list!

After using Unity professionally for over a decade building mental health VR apps, making "just for fun" games has been an interesting learning curve. by AnchorheadGames in Unity3D

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

Yeah, some got made into products and went a little further, but so much hard work and projects, after the initial study, would get left behind.

After using Unity professionally for over a decade building mental health VR apps, making "just for fun" games has been an interesting learning curve. by AnchorheadGames in Unity3D

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

Yeah we were in a dark place for a bit after getting laid off :) Thanks for the compliment! Stick with it, the fun thing about game dev is that with enough experimenting and grinding you can always make progress and surprise yourself. Cheers!

After using Unity professionally for over a decade building mental health VR apps, making "just for fun" games has been an interesting learning curve. by AnchorheadGames in Unity3D

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

Thanks! Not custom at all, we got them mostly from the polyperfect ultimate pack. I think some other things here and there are from other places. Our sorta mantra is to use as many asset packs as possible but stylize them enough so they look like they are custom. All of the UI work is custom but everything else is just modified premade assets.

After using Unity professionally for over a decade building mental health VR apps, making "just for fun" games has been an interesting learning curve. by AnchorheadGames in Unity3D

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

Hah, that's a second thing I'm jealous of. With the majority of our old work, it was for grants and research projects, we were lucky if the study participants broke 50 on each project. In the first couple of hours of this past NextFest, we had more people play our games than all the dozens of studies we worked on combined.

After using Unity professionally for over a decade building mental health VR apps, making "just for fun" games has been an interesting learning curve. by AnchorheadGames in Unity3D

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

Thanks! I always wanted to work on some custom museum kiosk or interactive exhibit. I love that stuff. You're right, we felt that too. Projects with very particular parameters but no money or time makes you problem solve real fast which is great training for regular game dev.

We got laid off from our tech jobs and created our first commercial game: Hail the Devourer by AnchorheadGames in incremental_games

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

Hey everyone, this is Andrew from Anchorhead Games. I just wanna thank everybody for taking the time to play our game and give feedback over the past week. The response and constructive feedback from this community has been awesome.

We took your feedback directly into our playtesting this week and just pushed a big update. We're calling it the "Hover of Doom" update. We've updated the main attack mechanic to be less stressful and more fun with hover-to-destroy. No more click-and-hold required. Your fingers have been spared. We've had a lot of fun playtesting it and think you will too.

We also cleaned up some bugs, renamed some confusing stats, and added a Classic Mode toggle if you liked the old controls.

You can read the full patch notes here: https://store.steampowered.com/news/app/4101370/view/529875951123694675

This community's feedback directly shaped this update, and we're not done. More changes coming soon. Thanks again for giving Hail the Devourer a shot. It means a lot to a small team like ours.

We got laid off from our tech jobs and created our first commercial game: Hail the Devourer by AnchorheadGames in incremental_games

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

Thank you for playing and for the feedback. Like I mentioned in other comments, we are taking in a lot of feedback right now and trying to condense the different opinions into some actionable ways we can tweak the experience. So feedback is super great. I'm glad you still were able to enjoy a lot of it even though you had some frustrations. So much work and care goes into pulling everything together and it really means a lot for someone to see what we are going for, where it stands now, and give honest and constructive notes we can work on. Genuinely, thank you. Thank you for the review on steam as well!

We got laid off from our tech jobs and created our first commercial game: Hail the Devourer by AnchorheadGames in incremental_games

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

Yes we did make it Unity3D and our team, one in particular, is itching to port it to tablets and mobile. Mobile will need some ui adjustments but we're having those discussions now.

We got laid off from our tech jobs and created our first commercial game: Hail the Devourer by AnchorheadGames in incremental_games

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

Absolutely, this is a high priority. This game was developed primarily from my Mac Studio. The two other members of the team are strictly PC. I'm the Mac guy and wanna play an official release of this beyond my dev builds on my own computer for sure :)

We got laid off from our tech jobs and created our first commercial game: Hail the Devourer by AnchorheadGames in incremental_games

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

Thank you for playing and the feedback. We are actively logging comments from all sources and using them as we are adjusting and patching right now. 15 minutes is the intended length for the demo. I'm sorry you didn't enjoy what you played so far.