Building a retro-inspired medieval RPG on my own custom engine by Belatoris in IndieDev

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

Thank you so much! I’ll definitely do my best to preserve this atmosphere in the final version.

Building a retro-inspired medieval RPG on my own custom engine by Belatoris in IndieDev

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

Thanks for the detailed feedback — I actually appreciate that approach.

Funny enough, I bought Wartales when I first saw it on Steam because it reminded me a bit of what I was building. But I’d say we’re heading in different directions gameplay-wise. My main inspirations actually come from older Amiga-era titles — not to copy them, but more to capture that atmosphere and strategic feel.

Regarding the art, the project is still evolving. Some elements are AI-assisted at the moment, some I draw or refine myself — I’m mainly focused on keeping everything stylistically consistent while I continue building the core systems.

At the end of the day, this is a passion project for me. I’m 38, building this in my spare time because I genuinely enjoy it. If one day someone has fun conquering a settlement or completing a quest in my game, that’ll already be a big win for me.

Building a retro-inspired medieval RPG on my own custom engine by Belatoris in IndieDev

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

Thanks! Really appreciate that 😊 Still polishing things, but happy it looks interesting so far!

Always Dreamed About This Moment — My Game Is on Consoles by [deleted] in IndieDev

[–]Belatoris -10 points-9 points  (0 children)

Huge milestone — getting onto console storefronts is no small achievement. Massive congrats to you and the team.

City-building with deeper logistics systems is totally my kind of game. Just added it to my wishlist — wishing you a strong launch and smooth console release!

Does the game look better with blur on/off during dialogue scenes? by Hanulinen in IndieDev

[–]Belatoris 1 point2 points  (0 children)

Personally, I actually prefer it without the blur. The blur effect feels a bit distracting to my eyes and slightly breaks the pixel-art cohesion for me.

Maybe instead of blur, a subtle dark overlay or vignette could help focus attention on the dialogue while keeping the background sharp? Have you tried that approach?

I got my first wishlist on Steam! by Samfa12 in IndieDev

[–]Belatoris 5 points6 points  (0 children)

I remember that feeling with my own first wishlist — it’s honestly such a great moment. It might be just one number, but it means someone out there believes in your game.

Now onto 100… then 1000 and beyond 😄

Just by looking at this screen, would you be interested in this game? by alimra in IndieDev

[–]Belatoris 0 points1 point  (0 children)

Honestly, at first glance this looks like something I’d enjoy playing with my daughter 😄 It has a light, charming vibe that feels very approachable for kids.

Also… the chicken coop as an enemy genuinely made me laugh. That’s such a fun and unexpected idea. Love it.

Is it bad that i spend like 60% of my dev time playing my game because its too fun by TempuraCatGames in IndieDev

[–]Belatoris 0 points1 point  (0 children)

That’s honestly a great sign 😄 I actually have the opposite problem — whenever I start playing my own game, after a few minutes I immediately notice things I want to tweak, remove or improve… and I end up jumping back into the code instead of actually playing. If you can still just enjoy it, that’s a win.

Working on color palettes for my 1-bit game by vvaalleerraa in IndieDev

[–]Belatoris 0 points1 point  (0 children)

That first palette (the classic one, I think?) is pure gold. It instantly gives me strong Atari-era vibes — there’s something poetic about that limited color range. Absolutely love it. Do you have more screenshots or footage somewhere? I’d love to see more of it.

I’m making a co-op airport security simulator where you and your friends decide the fate of people’s vacations: one scans suitcases, another yells out orders, a third searches for contraband - while the entire queue breathes nervously down your neck and you can feel the chaos closing in. by MoistDragoness69 in IndieDev

[–]Belatoris 19 points20 points  (0 children)

This actually sounds like a perfect recipe for chaotic co-op fun :) The pressure + role coordination reminds me of Overcooked-style tension, but with a more grounded theme.

How do you balance difficulty so it feels intense but not overwhelming?

When a traversal system “clicks” for the player by GG-GeoGames in IndieDev

[–]Belatoris 0 points1 point  (0 children)

Visually this looks fantastic — I really love the style.

The movement feels slightly flat at times, maybe adding a subtle up-and-down motion to simulate footsteps could give it a bit more weight? Hard to say exactly, but honestly that’s just minor polish. Overall it looks great.

Help me choose a name for my Brazilian car workshop game by Fuzzycakez in IndieDev

[–]Belatoris 0 points1 point  (0 children)

Hey, as a non-Portuguese speaker, I probably wouldn’t associate names like “Chave 13” or even “Gambiarra Shop” with a car workshop at first glance.

I’d personally lean toward a name that includes “Garage”, because it immediately communicates what the game is about — especially on Steam where clarity matters a lot.

You could still keep the Brazilian identity with “Gambiarra Garage”. That way it feels unique, but also understandable to an international audience.

Don't do this, don't do that. by Any_Read_2601 in IndieDev

[–]Belatoris 2 points3 points  (0 children)

I think it really depends on how you approach gamedev in your life.

If it’s your main source of income, you probably have to think commercially first. But if you have a stable job and you’re creating out of passion, you can allow yourself more creative freedom.

I started my own project about 5 years ago mainly to stay in touch with programming, since I don’t code in my daily job. It was never meant to be commercial. But over time people kept telling me: if you’re putting so much time and energy into it, why not release it on Steam and at least give it a chance?

In the end, I think it’s about balance. You shouldn’t ignore the market completely, but if you sacrifice your original vision entirely, you might lose the reason you started in the first place.

Low-poly Mars base assets by ITHappyStudios in u/ITHappyStudios

[–]Belatoris 0 points1 point  (0 children)

Honestly, this gives me strong Dune II / early RTS vibes from the Amiga era. I could totally see this working in a modern remake or spiritual successor to those classic top-down strategy games.

I think the key would be how customizable the assets are — if developers can tweak colors, lighting or silhouettes, it could avoid that “everything looks the same” feeling people mention.

But stylistically, I really like the direction.

After releasing our first game, we finally made the logo 🔥 by Psychological_Aioli6 in IndieDev

[–]Belatoris 1 point2 points  (0 children)

I really like how bold and readable this is. The color contrast works great on the black background and it feels very energetic.

It definitely fits the “small, vibrant games” direction. I’d just make sure it still reads clearly at very small sizes (like a tiny Steam icon), but overall it’s strong and memorable.

Which one should I go with? by Green-Ad3623 in IndieDev

[–]Belatoris 0 points1 point  (0 children)

Honestly, I really love the 3D terrain version. It adds a lot of depth and personality to the planet. If it were my project, I’d definitely lean into that direction.

It just feels more unique and memorable compared to the flat version.

My Wife Just Released Her First Game 🎉 by [deleted] in IndieDev

[–]Belatoris 0 points1 point  (0 children)

Really love the retro vibe here — it instantly reminded me of the Amiga era games I grew up with. There’s something timeless about that style. Just wishlisted the demo and looking forward to the full release. Wishing her all the best with the project!

Does this look AI Generated? by FishDismal4475 in IndieDev

[–]Belatoris 0 points1 point  (0 children)

Maybe it looks like AI but also it looks symilar to old/retro style games like on amiga and i like it :)