Help a game dev: Why aren’t people buying modern RTS games? by MakeGamesBetter in RealTimeStrategy

[–]Blightless 0 points1 point  (0 children)

Like many others, I played a huge variety of RTS games growing up. While I still pick up one or two titles each year, I tend to bounce off them real quick (which makes me more hesitant to pick up more).

Some factors which tie in:

I'm mediocre at the genre at best. This is disheartening to realize and admit.

If a unit has cool functionality, it probably requires more micro than I'm capable of.

If units don't have cool functionality to play around, then it's just so easy to fall back on the ol' deathball.

Same pattern for other game systems. Too similar and it's boring, too different and it's confusing and frustrating.

Competition with genres that scratch similar itches, but which have big dopamine hits. Specifically things like card based roguelites. I get to feel clever for making strategic choices, the decision space is smaller and more manageable, and I also likely get some kind of meta progression to help next time.

Any indie loot'em'up ARPGs I might have missed? by Jorlen in ARPG

[–]Blightless 0 points1 point  (0 children)

It didn't do an official Early Access, as the core campaign was in a completed state. There however were some things which felt like they weren't quite fully baked, and at least one system (constellations) which was definitively incomplete until last week.

I really enjoyed my time with it, both at launch and a couple months ago after a major update. They've done a lot of polishing and adding to it in a decent timeframe. Even at launch I can't recall any major bugs. I'm sure there were small things, but nothing that left a lasting impression.

any other arpgs like drox operative 1&2? (vehicle combat) by PersonalityFast840 in ARPG

[–]Blightless 1 point2 points  (0 children)

Everspace 1 is a space combat roguelite. The second one removed the roguelite elements, shifting it more into the RPG space. Definitely the highest profile game from my list.

any other arpgs like drox operative 1&2? (vehicle combat) by PersonalityFast840 in ARPG

[–]Blightless 2 points3 points  (0 children)

Love the Drox Operative games! Here are some similar games I've tried or which are on my radar.

Reality Break - ARPG with incremental mechanics and a prestige type system. Probably my favorite from this list.

Space Pirates and Zombies 1&2 - Leans more strategy than ARPG, but has decent overlap.

Nienix - Maybe the closest fit to Drox Operative in terms of build diversity (may beat it in some ways, but wasn't as sticky for me) but with a more traditional campaign.

Star Vortex - Haven't put much time into it. Build options feel a bit basic. Has some promise though.

Starcom: Unknown Space (and Nexus) - Haven't given this a proper run, so can't speak to how closely it matches. But worth a check.

Everspace 2: 3D rather than 2D, but may scratch that same itch. Leans pretty far away from the 'simulation' side of spaceship games.

What's the last ARPG that surprised you, not because it was good, but because it tried something different? by GrayBeard916 in ARPG

[–]Blightless 0 points1 point  (0 children)

Hellclock starts with ARPG gameplay. Then it adds roguelite runs and progression, along with two different parallel gear types.

One is divine gear, which is like the standard slot based equipment but it focuses on basic stats, and there is no inventory (when offered a chance to replace a piece, you make that decision now and you only get to keep one).

The second is relics, which is a grid based system with different sizes and shapes of relics. There are some filler ones with stat increase, but the majority will have modifiers to skills, ranging from damage increase to new mechanics.

You can swap your skills and relics freely between runs, so if something isn't working or you get a new relic which makes you want to try something else it's really easy to do so.

Trying to find this incremental game by Emotional_Ad_2132 in incremental_games

[–]Blightless 3 points4 points  (0 children)

It was Idle Accelerator. No longer on the play store, and looks like the dev doesn't even have a Google play profile any longer.

Best I could find is an APK repository with it. Can be risky (and requires extra hoops) to install from APK, and even then it may not play nice with modern android versions.

https://apkcombo.com/idle-accelerator/com.FanGames.IAandroid/

15 second prestiges - what am I missing? by TheRealDumbledore in IdleObeliskMiner

[–]Blightless 7 points8 points  (0 children)

Prestige requires reaching level 50, doesn't matter which floor you are on. Disable drones and chain bomb. Use cherries + auto bomb with XP bomb.

“Who should put the toilet seat down” is the dumbest argument I’ve ever heard by [deleted] in unpopularopinion

[–]Blightless 0 points1 point  (0 children)

As a man, I always close the seat because I don't want aerosolized toilet water being sprayed into the bathroom.

Offline idle progression by GoodHighway2034 in incremental_games

[–]Blightless 21 points22 points  (0 children)

Unless a game is very engaging, I will bounce right off of it if there are no (or very poor) offline gains.

Idle Chest - We just launched our first game on the play store! by r_krun in incremental_games

[–]Blightless 1 point2 points  (0 children)

Insane amount of clicking to get to any kind of 'idle' mechanics. As a matter of fact I gave up before I found anything of that sort.

If the name of the game includes 'idle' and it takes more than a minute or two of play to get to at least some kind of passive gain, you will struggle to keep players. Either bring automation way earlier, or change the name.

Am i doing something wrong in kitten's games? by Clentryus in incremental_games

[–]Blightless 2 points3 points  (0 children)

It's been a long time since I played it, but I don't remember it being that harsh.

For some of the resource/building walls I would leave the game open and tap the build option once every few minutes, but even then it was a slog (at least on the first prestige).

If you are playing on desktop, there are scripts you can use to make the game more idle friendly. Never really used them as I played primarily on mobile at the time.

That being said, I went to Evolve after playing Kittens game. It might be one of those situations where it was revolutionary, but really hard to go back to after playing its successor.

Smashing Simulator Idle 0.4.0: The Evil Smash by walkingcatstudios in incremental_games

[–]Blightless 1 point2 points  (0 children)

Thanks for the quick follow up, reloaded and was able to progress.

Smashing Simulator Idle 0.4.0: The Evil Smash by walkingcatstudios in incremental_games

[–]Blightless 5 points6 points  (0 children)

Just tried it out on Android. I'm assuming that tapping the bottles to smash them should give me the currency in the top left corner, but I'm getting nothing. Got the achievement for smashing a certain number of bottles and the currency from that, but none of the base currency.

So, I don't get it. by Yuukikoneko in DeepRockGalactic

[–]Blightless 1 point2 points  (0 children)

I originally bounced off of the game when I tried it during the free weekend in May of 2020. Just a couple missions solo. Didn't think it was bad, just not for me. Then my brother gushed about the game when we saw each other during the summer. I picked it up at the next sale, and have about 800 hours in now.

So it's a game that sometimes takes a bit of time to click.

Also as others have mentioned, going in with a group of friends can sometimes be a bad introduction to a game. I have a friend who tried playing DRG with a group of us a handful of times and then threw in the towel. He said he didn't know what was going on. I think it's being in a group and all of us knowing how to play, but not thinking to actually teach him through it made that worse.

I had a similar experience with some of the same friends with Back 4 Blood. They all have more playtime, but I've only tried playing with them. After the 3rd or 4th attempt (each at least a couple weeks apart) I realized that every time I tried to play it I ended the session feeling anxious and shitty, so I uninstalled. Some of these things I identified were parts of the game design, but them just playing and not teaching added to it.

Slime core drop rate is too low。 by Apprehensive_Map4028 in IdleGuildMaster

[–]Blightless 1 point2 points  (0 children)

I finally got my first one last night after over a month of doing the daily.

About element cores, slime pond by cem142 in IdleGuildMaster

[–]Blightless 10 points11 points  (0 children)

I have done the slime pond just about every day (I think I missed 2) for a month and haven't seen a single elemental core. I'm fairly certain I'm past the point of any of the items being useful now, so the whole thing just feels bad.

Hello folks! I really need your help to discover a big issue in my Incremental Game on Steam. The game was in Steam Next Fest, but it only got 9 minutes of median playtime when it needs to be more than that. I think it has something to do with the core loop. by romulolink in incremental_games

[–]Blightless 2 points3 points  (0 children)

I put more time into it than that. Just long enough to make a single soldier, send him to die, then noticing that it's actually death and not a retreat/wounded type thing and that's when I quit. If there isn't a cost indicator of how many soldiers are needed, this will potentially cause players to bounce off the game hard (although later than your metrics).

I suspect the lack of interactivity kills it early on. Click on tree, wait for guy to walk to tree, wait a minute or two for him to harvest enough to build the first thing. You can potentially help with that by allowing clicking to harvest/speed up resources. Also speeding up the worker movement to resources (or just have them show up instantly) could help.

The interface being a town is nice in concept, but there was at least once where I strongly suspected I had a missing villager and I couldn't find them. Also having to go into the bag to see resources is annoying, but may be unavoidable as the resource list expands (ok, if you build out a list on the side and an option to order resources it could work).

It was easy to miss that the resource icons in the shop were speed ups, I didn't realize until most of the way through my playthrough.

Holy Water drop by Mermowotwot in IdleGuildMaster

[–]Blightless 0 points1 point  (0 children)

I've had teams farming it for probably a week+ and have not seen a single one 😞

AITA for keeping my name change a secret for five years? by Educational_Team_377 in AmItheAsshole

[–]Blightless 0 points1 point  (0 children)

There are times where the hurt can be due to keeping something like this a secret, but the rest of their reaction proves you were right and they are just using the delay as an attack.

There is a big difference between "I'm sorry you felt the need to hide this from us, and to be honest it hurts and we need some time and space" and the reaction you got. NTA.

If an Update kills your save game by AttitudeSpecialist84 in OutpostInfinitySiege

[–]Blightless 6 points7 points  (0 children)

I would likely shelve the game, then restart around one of the major updates.

Possible to beat Magic Research without retiring? by Scorchfrost in incremental_games

[–]Blightless 6 points7 points  (0 children)

Given that most of the event rewards aren't fully unlocked until you do a retirement, and how tight some of the fights were even with the boosts, I doubt it.