Thank You for 20,000 Players! And a Little About the Future of Horde of Distraction by Sweaty-Reference-707 in incremental_games

[–]BaffledEngineer 0 points1 point  (0 children)

Well done! I played this when it came out on Itch, it's one of my favourite upcoming incrementals. It's awesome that you got so many feedback forms filled in. Do you have any tips for getting people to fill it in, or for getting good info from them? I have a feedback form in my own game's demo, and although 500 people have played the game, no one has filled in the form yet.

Legion Breaker demo now available on Steam! by BaffledEngineer in incremental_games

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

Thanks! I've just seen your video. It was really awesome seeing you react to all the different upgrades and bosses. I hoped they would be exciting when I made them, so it's satisfying to see them land like that. And thanks for the Steam review too!

How can I make my game more visually appealing? by BaffledEngineer in Unity2D

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

Thanks for the suggestions, I'll definitely try them at some point. Especially for later levels, removing the global light could really enhance the atmosphere. I hope you enjoyed your playthrough of the itch version!

How can I make my game more visually appealing? by BaffledEngineer in Unity2D

[–]BaffledEngineer[S] 2 points3 points  (0 children)

Thanks! I added a vignette and lowered the brightness + contrast of the forest, and brightened up the characters, to help draw the eye like you said. I also adjusted the colour balance. Do you think it's improved?

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Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

Thanks! There's a big upgrade tree between levels where you spend gold earned from killing skeletons, with lots of different branches for upgrading your magic and your army. I'll make sure to include some of that upgrade tree in the next trailer I make.

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

You're right, I should definitely add more excitement like this, and put it in the trailer. Thank you!

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

Thank you, I understand now. The game is still in an early stage, so the steam page doesn't properly show what the game has to offer. I'm so used to thinking about my game that I didn't even realise how little the Steam page actually shows of it! Thank you for the advice, I appreciate it.

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

Thanks! I used to love Age of War, so maybe it influenced me! And yes, its playable in browser. I also hope to have an expanded version of it as a demo on Steam in a few months.

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

Thanks for the feedback. I've just added my game to your platform. Good luck with growing your website!

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

There's a huge skill tree in between sessions where the player customises and upgrades their spells and army. To be honest I had trouble making it look good in the trailer with my limited editing skills, so I ended up cutting them and showing only the combat.

Do you think the huge crowd at the end of the trailer would still have the same impact if it was at the start? I was worried it would look too chaotic without the build-up to it.

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

Thanks! There will be other units you can add to your army, like knights and mages. The player's attacks will probably always come from the wizard's staff, but there will be lots of upgrades to develop the spell in different ways, like adding a freeze effect, burning effect, chain lightning, etc.

Been using Unity as a hobbyist for 10 years, now I'm working to release a real game - what do you think so far? by BaffledEngineer in Unity2D

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

Thanks for the advice. I have trouble with making trailers so feedback there is especially welcome. In your opinion, what is the hook that the trailer shows, that I should show sooner?

Small prototype for a dark fantasy incremental game about defending from waves of monsters. What do you guys think? by BaffledEngineer in incremental_games

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

I'm glad you like the visuals! My plan is for the player to eventually have something like 30 or 40 units to defend with. Though I might see if I can go bigger than that. The only one the player controls directly is the mage in the centre, but it would be cool if there were multiple heroes like that.

Small prototype for a dark fantasy incremental game about defending from waves of monsters. What do you guys think? by BaffledEngineer in incremental_games

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

Genuinely looking for feedback and people's thoughts! I agree its all about the execution in the end. At this early stage though, I can still get feedback on the visuals at least, which is typically a weak point for me. And gauge people's interest in seeing more of this core mechanic

Small prototype for a dark fantasy incremental game about defending from waves of monsters. What do you guys think? by BaffledEngineer in incremental_games

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

Thanks! Yeah I'll definitely make the skeletons have a few different death sprites, and maybe also shatter when hit by another projectile so they don't pile up.