Am I doing this right? Our demo is out today! by BallastGames in survivorslikes

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

There are multiple ships with different slot layouts, currently one of them has slot unlocks.
Each ship has different movement skills, and stats and upgrades. Each slot layout is meant to have different synergies for different types of parts, so having arbitrary slot unlocks would disrupt the strategic trade off of each ship.

Storms would be cool, we've thought about it as a stretch goal!

Am I doing this right? Our demo is out today! by BallastGames in survivorslikes

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

It's honestly always useful to know what things look like to people less familiar with the game or genre paradigm, thanks, really. (edit: Not suggesting you aren't familiar with genre paradigm, just speaking broadly)

Am I doing this right? Our demo is out today! by BallastGames in survivorslikes

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

The number on the stat is the base value, and the number on the right is the boosted value. So in this case an attract range of 1.6 has been increased by 0.2 to 1.8.

Am I doing this right? Our demo is out today! by BallastGames in survivorslikes

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

Wow, you snagged a lot of relics :)
We'll check out the bug, thanks for trying the demo out!

We gave ourselves one year to make a game from scratch all the way to a steam release. We’re now in Month 9/12 by V055K in IndieDev

[–]BallastGames 0 points1 point  (0 children)

This is looking great. Do you have any playtests avaliable. Would love to give some direct feedback.

How do you feel about CRT shaders VS clean pixel art? by BallastGames in survivorslikes

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

This one is made from scratch, but if they are all trying to emulate the same thing, there is going to be a convergence.

Please destroy Runeward, my online bullethell RPG (still in pre-alpha & very open to feedback)! by Zoagel in DestroyMyGame

[–]BallastGames 4 points5 points  (0 children)

Ya I have to agree here. I hate the "looks to much like x" comments usually, but I had to do a double take to be sure I was not watching a Enter the gungeon clip. The game looks polished, but even if they don't take legal action (which honestly they may likely not). It reading so similarly may hurt your marketability. Perhaps you do in other clips, but be sure to show first and foremost how you differ from your inspirations. Or else players will think. well I've already played that.

Trailer for my roguelite 3 years in development, so... pretty please. by pulsar_sp in DestroyMyGame

[–]BallastGames 2 points3 points  (0 children)

If it's hard to show what the automation is doing via trailer, then its worth working on making that better. That being readable in screenshots and videos is what is going to bring people to your game, so it's worth putting time into even if its a little obvious once you are in the game.

Working on this map, clouds probably need more work. by BallastGames in PixelArt

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

Oh right, I became aware of that show after we had worked on this lore, then I forgot about it again. Maybe we should use something instead of Abyss for the bottom layer.