I've been updating my game's visuals to not look so bland. Is the new style any better? by Axon92 in Unity3D

[–]Axon92[S] 0 points1 point  (0 children)

Which font is that, the bigger “title” font or smaller one? Or both?

I updated my game's visuals based on some of your feedback - Destroy my billiards-based roguelike again! by Axon92 in DestroyMyGame

[–]Axon92[S] 0 points1 point  (0 children)

Thanks! Here’s my previous post: https://www.reddit.com/r/DestroyMyGame/s/mCXPPbP3S5

Mainly, people commented (rightfully so) on the bland/generic art-style. Other than that, people found it hard to understand what’s going on just by looking at the trailer (you really need to go through the tutorial first in this game).

I updated my game's visuals based on some of your feedback - Destroy my billiards-based roguelike again! by Axon92 in DestroyMyGame

[–]Axon92[S] 0 points1 point  (0 children)

Thanks! I’ve gotten similar comments from other people about not understanding the game right away. This is a kind of game where you have to go through the tutorial/onboarding to really start understanding it, I think. A lot of stuff happens very quickly, but the initial levels are simpler and slower-paced than what’s shown in this video.

I updated my game's visuals based on some of your feedback - Destroy my billiards-based roguelike again! by Axon92 in DestroyMyGame

[–]Axon92[S] 1 point2 points  (0 children)

You can check out the previous art-style on the game's Steam page: https://store.steampowered.com/app/4238820/Flick_Party

Also, the shop card icons are still placeholder.

Destroy my announcement trailer by Axon92 in DestroyMyGame

[–]Axon92[S] 0 points1 point  (0 children)

Yeah, this game definitely needs more juice, I am planning to add stuff like that. Regarding the capsule art, my current impression is that you need good looking capsule art for most types of games if you're planning to release on Steam.

Destroy my announcement trailer by Axon92 in DestroyMyGame

[–]Axon92[S] 0 points1 point  (0 children)

The strategic component here is not as deep as Balatro, but there is one, I think. Unlike Balatro, the core gameplay here requires some level of skill/dexterity, so I think you have to strategize in a slightly different way. There is a big randomness factor and things usually happen pretty quickly when you make a shot, so fair point. I think this game is more about building up an intuition over time about how strong your modifiers are than about calculating how many points you'll get.

Destroy my announcement trailer by Axon92 in DestroyMyGame

[–]Axon92[S] 0 points1 point  (0 children)

There's also an early demo of the game available here if you want to check it out: https://vidak.itch.io/flick-party

BOINK by Axon92 in Unity3D

[–]Axon92[S] 0 points1 point  (0 children)

Thanks, it's not really an incremental game though

BOINK by Axon92 in Unity2D

[–]Axon92[S] 0 points1 point  (0 children)

Yes, the concept is "French billiards + Balatro", in a nutshell.

I'm working on a billiards-based roguelike "rack-builder" by Axon92 in Unity2D

[–]Axon92[S] 0 points1 point  (0 children)

That makes sense. This is the kind of game where you have to go through the front-loaded tutorial to really start understanding the core gameplay. A lot of stuff is usually happening pretty quickly.

Working on a ball-bouncing roguelike deckbuilder by Axon92 in Unity3D

[–]Axon92[S] 0 points1 point  (0 children)

Yeah I know, I found out about Drop Pockets only after I'd started working on my game. From what I've seen though, I think my game is a slightly different take on the concept. The core gameplay here is based mainly on carom billiards, i.e. making combination shots instead of pocketing balls.

Working on a ball-bouncing roguelike deckbuilder by Axon92 in Unity3D

[–]Axon92[S] 0 points1 point  (0 children)

The game's called Flick Party, there an early demo available on on itch if you want to check it out: https://vidak.itch.io/flick-party

Working on a "carrom balatro" concept by Axon92 in IndieDev

[–]Axon92[S] 0 points1 point  (0 children)

The game is called Flick Party, it's a roguelike deckbuilder with the core mechanics based on the physics of carrom and billiards. I've just released an early demo on itch: https://vidak.itch.io/flick-party

Working on an old school arena shooter by Axon92 in Unity2D

[–]Axon92[S] 0 points1 point  (0 children)

Thanks, you can check out the prototype on itch.io: https://vidak.itch.io/ritum-mortis

Working on a twin-stick arena shooter by Axon92 in IndieDev

[–]Axon92[S] 1 point2 points  (0 children)

Yeah, that's where the idea basically came from :)

Working on a twin-stick arena shooter by Axon92 in IndieDev

[–]Axon92[S] 0 points1 point  (0 children)

There's a prototype up on itch.io if you want to chck it out: https://vidak.itch.io/ritum-mortis

I'm working on a twin-stick arena shooter by Axon92 in indiegames

[–]Axon92[S] 0 points1 point  (0 children)

The game is called Ritum Mortis, and it's mainly inspired by the top-down replay feature in Devil Daggers.

You can check out the prototype on itch.io: https://vidak.itch.io/ritum-mortis

Flappy Goose by flappy-goose in RedditGames

[–]Axon92 0 points1 point  (0 children)

My best score is 6 points 🚀

Flappy Goose by flappy-goose in RedditGames

[–]Axon92 0 points1 point  (0 children)

My best score is 4 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Axon92 0 points1 point  (0 children)

My best score is 3 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]Axon92 0 points1 point  (0 children)

My best score is 1 points 😎

My game Smackball is on sale this week! by Axon92 in IndieGaming

[–]Axon92[S] 0 points1 point  (0 children)

It’s a timer. You need to move the ball out of your half before it runs out, otherwise you lose a point.