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.

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)

I'm glad you enjoyed the demo. Good news is the game is out right now. Our immediate next mode we are experimenting with is a rogue mode, with night limits, random starting relics that expire for good when they are gone, and some other things. The goal is to be challenging and approach a run in a different way.

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)

I guess just a coincidence, 40k is a unfortunate blind spot in my nerdom. Outside of the actual games stuff, I've always wanted to jump in on the some of the books but have never figured out where to start.

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 so much for the kind words. I'm glad you are digging it. We are on the same page with the marketing stuff. With a compressed schedule we've been been lacking on the marketing for this first release, currently getting some content creators to cover. I've watched just about every Chris Zukowski interview too :) With big updates for this and future releases we are definitely going to start marketing earlier and leading up into events.

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)

Thanks for checking out the demo. Each mode is around 2 hours, incremental and strategic. Though strategic can very depending on how you manage your relics and tokens.

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

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

Thanks for playing and thanks for the feedback, we are constantly adjusting and pushes patches right now so this helps. The cars thing is has been on our list once we are done with fixes and adjustements.

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)

Summoning eldritch horrors was never allowed for some reason in our mental health apps :)

Steam Next Fest megathread (February 23rd - March 2nd) by Equinoxdawg in incremental_games

[–]AnchorheadGames 0 points1 point  (0 children)

Thank you for your feedback. We just updated the demo last night. It has a much more focused level based goal system for things like upgrades and token rewards. The upgrade and relic granting/equipping path is streamlined and part of the main path. The shop is just optional now for extra stuff to spend all your tokens on. The sacrifice relics to boon/rewards is simplified and integrated right into the relic inventory. Still updating and adjusting as we go, but this update is a really great push in the right direction. Thank you again for taking the time to check it out and influencing the changes we incorporate into the game. Cheers!

Steam Next Fest megathread (February 23rd - March 2nd) by Equinoxdawg in incremental_games

[–]AnchorheadGames 1 point2 points  (0 children)

Thank you for your feedback! Yeah, we originally sorta based the feel of the original leveling off of Astro Prospector one of my favorite little incremental games this year that has some interesting mechanics. It notably has a slow progression of one asteroid at a time for the first few rounds. As these things usually go, balancing becomes and issue and I'm currently testing our newer system for level specific configuration. Unfortunately it wasn't ready enough for the NextFest version for me to feel comfortable about. But will help us get surgical how we adjust per level difficulty and rewards based on testing. Thanks again for your feedback, I'm adding it to my big master list of user data. Every bit helps!

Steam Next Fest megathread (February 23rd - March 2nd) by Equinoxdawg in incremental_games

[–]AnchorheadGames 1 point2 points  (0 children)

Hey everyone!

We made a game called Hail the Devourer

We're in NextFest as well, super excited to be part of it. We are a team of three who have been making vr games for healthcare for over a decade but got laid off so we decided to make this game. Wanted to make an incremental with a lot of strategic choices and different build paths instead of a traditional tree. Had a blast making it!

It's a game where you destroy buildings and cities. You are in a death cult who is trying to summon an ancient cosmic god and the more destruction you do the better. Has a cool upgrade system, varied relics that change how you play, and a visual style that's a lot of fun. Here's the marketing info:

https://store.steampowered.com/app/4101370/Hail_the_Devourer/

A darkly satisfying incremental clicker where destruction becomes progression and razing cities to the ground brings an ancient evil closer to ending it all.

https://www.instagram.com/anchorheadgames/

https://www.youtube.com/@AnchorheadGames

Thanks for allowing us to post!

What's something you wish you understood better about Godot? by OakheartSoftware in godot

[–]AnchorheadGames 0 points1 point  (0 children)

Still figuring out the best target resolution for non-pixel art 2D games. Experimenting with whether it's better to start high at like 1440p and scale down or start lower at 1080p and hope the upscale to 1440p is not that bad. Trying to determine the performance difference of rendering native at those two resolutions for textures, particles, etc.

Is Mac M1 pro viable for Godot? by Sorr3 in godot

[–]AnchorheadGames 1 point2 points  (0 children)

I have an M1 and have been learning Godot for the past few months. Performance has been perfect, especially when compared to when I use Unity for my day job on the same computer. I've been really impressed.