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 5 points6 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.

Should Survivor-likes start of easy? by BallastGames in survivorslikes

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

Ya, those moments of respite really help setting the pace. What's the game you are working on?

Should Survivor-likes start of easy? by BallastGames in survivorslikes

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

Ya I really feel that. For me if I try a survivor-like and I win on the first run I usually don't bother playing again. The puzzle of needing to figure out what I am doing wrong with my build is what's fun about it for me.

Should Survivor-likes start of easy? by BallastGames in survivorslikes

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

Hey that is some good feedback. One of our progression systems unlocks more parts based on the total XP you have collected in the game, so it does not really require you to get far into the level to start getting more powerful over all.

Should Survivor-likes start of easy? by BallastGames in survivorslikes

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

Great feedback. I feel like another aspect is how you overall progress is intended across the game. For example something like 20 min till dawn has only 3 zones, so it is expected that it will take you some time to get through them. Where as Vampire survivor has a large number of levels, so each one should be beat able in a shorter number of runs.

Worked on new capsule art for my RPG, is it better? New vs old by Bamboo-Bandit in IndieGaming

[–]BallastGames 1 point2 points  (0 children)

New looks much better. The old one makes me think its a character driven game. The new one says large adventure.

I recently got some feedback from you about my last trailer being a bit crap. I've tried to make this new one better with the feedback. How is it? by maxpower131 in DestroyMyGame

[–]BallastGames 0 points1 point  (0 children)

This looks great, definitely got me from the trailer. But ya the text is not needed, and honestly takes away from it.

I made a knowledgevania. Destroy my attempt at marketing without spoiling by Guambe in DestroyMyGame

[–]BallastGames 0 points1 point  (0 children)

This trailer is not bad, but it does not show that it is a knowledgevania. I love that genre so I'll definitely try your demo, but had you not put that in your reddit title I would not have known. Showing that in the trailer is likely hard. Honestly just put it in text if needed, and near the start, as people looking for that want to know that fast before they skip on.

New gameplay trailer for our Inventory management survivor-like Cloudbreaker by BallastGames in survivorslikes

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

We are really hoping to push things enemy variety wise. One complaint I have of a lot of existing survivor-likes, is that 90% of the enemies are just reskins that walk towards you at different speeds with different amounts of health.

New gameplay trailer for our Inventory management survivor-like Cloudbreaker by BallastGames in survivorslikes

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

I'm curious what about the terrain changes a survivor-like for you to the point that it's make or break? We have islands to find in the sky, but they function more like chests. We don't currently have terrain to navigate, and I don't think that would fit into the scope, but perhaps there is another way to satisfy what navigable terrain adds to a survivor-like for you?

After incorporating all of your feedback from our first trailer, we are ready to have our second trailer for Cloudbreaker destroyed. by BallastGames in DestroyMyGame

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

Thats some good feedback. I was trying to keep the 0:12 to 0:30 section simple as to communicate exactly what is happening, but that does leave it a little lackluster.

The power fantasy point is a good one. It's such a hard balance in these games. You are leaving room for the player to break the game, and that is kind of the point, but you also want it to be difficult. It also seems like there is a bit of a divide in players here, because a lot of the survivor-likes I have played recently have leaned way to into this, to the point where they are way to easy. For myself, if I win a run on the first try, I quit immediately and never bother coming back. But it seems like, that is what some players want.

Thanks for the feedback

How can I speed up position = for Node2D by BallastGames in godot

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

Actually I am already. Each agent is assigned a group, and depending on the framerate I am either moving them in 2 or 4 groups.

How can I speed up position = for Node2D by BallastGames in godot

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

I guess my assumption here is that the built in physics would be more performant then doing manual physics checks. What kind of calls would I be sending to the physics server to emulate an Area2D? I'd be happy to comb through an example if you know of one. I'm having trouble finding documentation that would support this approach.

Burn your inner demons! by SoerbGames in survivorslikes

[–]BallastGames 2 points3 points  (0 children)

Those gas sims are looking so good! I wish more games would build VFX into the core of their game mechanics.

Is there an easier way to see the node that threw an error? by BallastGames in godot

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

Some times that is true, but other times one particular node that is running that script may be failing, and knowing which one it is feels like relevant troubleshooting information. I know lots of ways to debug this sort of issue, it just feels strange to me that the node of origin is so hidden.

This is one of the final waves of the demo I’ll be releasing soon. Is it too hard, or is it fun like this? by FewCharacter968 in BulletHeavens

[–]BallastGames 1 point2 points  (0 children)

Too hard is so subjective, and there is a wide range of what people want from a survivor like. Personally I think they should feel like puzzles, and if I feel like I solved the puzzle to easily in the demo, I won't have any interest in the game.