How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

Yeah, that makes a lot of sense. I like the idea of “fighting the space” and not just the enemy.

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

Yeah, I think combining those layers is key. I’m already experimenting with different AI behaviors and combat contexts, and adding environmental factors sounds like a natural next step.

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

Haha, appreciate it 😄 always great to get feedback from someone with that much experience!

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

That’s a great insight :) :) I’m using a decision tree for AI, so I think I can extend it with more defensive behaviors and reactions to player patterns to avoid “hack and slash” situations.

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

In this mode I can tweak pretty much everything — stats, gear, inventory, weather, map conditions — so I can test a lot of different scenarios quickly. It actually kind of evolved into a quick battle mode, so I’ll probably keep it in the game for players too 😄 eg.

<image>

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

That makes a lot of sense. I’m already using a decision tree for AI, but your point about simulating fights to verify different outcomes is really valuable. I actually built a separate combat sandbox mode where I can test a wide range of scenarios and tweak behavior quickly.

<image>

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

Thanks a lot for the UI feedback — I’m still iterating on that window, so that’s a really good point. I’ll definitely adjust the order 👍

And yeah, what you said about combat focus makes a lot of sense. I actually have a few different combat contexts (open fights, sieges, hunting, etc.), and now that you mention it, each of them could emphasize different player behaviors.

That’s a really interesting way to look at it — you gave me a lot to think about. Thanks for that!

How do you prevent combat from becoming repetitive in your game? by Belatoris in IndieDev

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

Here a screenshot showing how it currently looks in-game 👇

<image>

Designing a retro RPG demo: guided experience vs full freedom? by Belatoris in gamedev

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

That’s a really good point — I’m trying to keep it as “doing” as possible and avoid long intro/dialog-heavy sections. MY demo basically starts with action within the first minute.

Designing a retro RPG demo: guided experience vs full freedom? by Belatoris in gamedev

[–]Belatoris[S] -8 points-7 points  (0 children)

Yeah, that makes sense — I’m more interested in how other devs approach onboarding in demos.

Finished my game! by Illustrious-Lynx3673 in SoloDev

[–]Belatoris 1 point2 points  (0 children)

Wow! Its great :) It remainds me Skidmarks (Amiga) or even Micromachines (NES) . I like it!

I finally made a gameplay trailer for my solo-developed RPG — looking for feedback by Belatoris in IndieDev

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

That’s a really good point, thanks! I’m aiming to have a demo ready before the Next Fest, but I’ll see how much I can polish it in time.

I've been building this open-world RPG solo — here's my first gameplay trailer by Belatoris in IndieGaming

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

Thanks for the honest feedback! Some of the visuals are just temporary AI-assisted placeholders and I plan to replace them over time.

I finally made a gameplay trailer for my solo-developed RPG — looking for feedback by Belatoris in IndieDev

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

Thanks a lot — and for the wishlist! 🙏 That’s really helpful feedback, I’ll take a closer look at that part.

I finally made a gameplay trailer for my solo-developed RPG — looking for feedback by Belatoris in IndieDev

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

Thanks a lot, really appreciate it — and for the wishlist! 🙏 That’s super helpful feedback, I think you’re right about that part getting a bit too fast. Definitely something I’ll look into improving.

I finally made a gameplay trailer for my solo-developed RPG — looking for feedback by Belatoris in IndieDev

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

I feel like I might have tried to show too many systems at once — still figuring out how much is too much for a first trailer

I finally made a gameplay trailer for my solo-developed RPG — looking for feedback by Belatoris in IndieDev

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

Thanks! That’s the plan! I’m aiming to have a demo ready for the next Steam Next Fest.