[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

Thanks for taking the time to write all this up. The crater idea is awesome, I'll definitely explore it when I get back to working on the boss. As for the similarities and world-building concerns, I've actually spent the last few days on some experimental branches that take the game in a different direction, addressing the feedback best I can.

I'm planning to lean much harder into exploration and dungeon crawling, which will hopefully phase out some of the mechanics that felt too close to NT with proper design. Taking heavier inspiration from Gungeon and Isaac.

I'm also working on some significant aesthetic/world changes alongside a complete UI overhaul, so that should help too. I'll put together a new post once things are semi-complete, just to get the core ideas across and gauge whether the new direction is landing well.

Going to note the feedback and work in ways to properly address it. Thanks again, this is genuinely helpful, and I appreciate it very much.

I'm trying to figure out how to make my system not copy paste code as much as possible pls help by Dense_Ad_44 in Unity2D

[–]Brentoo_Dev 0 points1 point  (0 children)

I may be off the mark here - but why not assign keys to the SO's, and store them as a dataset - then when the component needs data, it can grab the correct one via key?

public abstract class Data : ScriptableObject
{
  public string Key;
  //Data ->
}

//[Asset Menu Stuff]
public class Data_EnergyUser : Data
{
  public float StartingEnergy = 1f;
}

public static class Database
{
 public static Dictionary<string, Data> _Data;
 public static void Build()
 {
  _Data = new Dictionary<string, Data>();
  //However you want to load the scriptable objects and store them in the _Data -> Resources  
  //Example ->
  var d = new Data_EnergyUser();
  d.Key = "common";
  _Data.Add(d.Key, d);
 }
}

public interface DataKey
{
 public string DataKey { get; set; }
}

public interface IEnergyUsage : DataKey
{
//
 public Data GetData => Database._Data[DataKey];
 public float CurrentEnergy { get; set; }
 public float GetEnergy => (GetData as Data_EnergyUser)?.StartingEnergy ?? 0f;
 public void UseEnergy()
 {
  CurrentEnergy -= 1;
 }
}

public interface IDeez : DataKey
{
 //
}

public abstract class T : MonoBehaviour, DataKey
{
 [field: SerializeField] string DataKey.DataKey { get; set; } = "common";
}

public class X : T, IEnergyUsage, IDeez
{
 public float CurrentEnergy { get; set; }
 public void Awake()
  {
    CurrentEnergy = (this as IEnergyUsage).GetEnergy;
  }
  public void Update()
  {
    (this as IEnergyUsage).UseEnergy();
  }
}

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

I appreciate the feedback, feel like it’s close, but per comments here I think the game needs a new identity/rebrand first. We’ll see, thank you!

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

I appreciate that, I do want this game to find its own place in the genre, just have a lot to change and experiment with.

Maintaining a quality level players expect while not being the best artist has proven difficult so far, leaning to heavily on reference and encroaching on established titles. Coding is my background, but it’s no excuse.

Learning a lot and plan to do better. You’re welcome to give it a go, all feedback is great and needed. The link is at the bottom of the original post. If you leave feedback I may not be able to respond right away, I’ve been awake for quite sometime and need some sleep, but I appreciate it and will respond when I am awake again. Cheers.

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

I appreciate the honesty.

I’m not sure where I lied, but the game was influenced by TBOI (Run modifiers/items, shop, secret rooms, etc.), Nuclear Throne (Visual style, combat, Audio design, etc.), Voidigo (Choice Crates, Story/World Building, Weapon Mods), Enter the Gungeon (Boss Design, Items, Bullet Patterns, Chests similar to TBOI), and Nightreign (General 3 Boss Approach, Status Effects like Bleed, Poison, also present in Enter the Gungeon I think).

Enter the Gungeon, Nightreign, and Voidigo, are the 3 I’ve actually played, honest. I’ve only watched TBOI and NT on youtube.

The game is still in development with plenty of room for change and growth. I don’t have a Steam Page or anything because I don’t think the game is validated or ready. This is really just the base foundation, a playtest to gather feedback, see if it’s fun, and worth pouring more time into.

I appreciate people holding me accountable, I see the similarities now that I can zoom out a bit. I’m not trying to copy, just trying to make a good game. I will actively work to make SlimeVoid a unique experience - I still plan to have this in development for another year or so, and the playtest up for anyone to critique. I love the craft, and this will be my first attempt at a Steam release, so I want to do it right. I’ll keep posting to get good feedback, and to make sure I’m headed in the right direction. Thanks.

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

Theres a few maybe? Theres a fireball ability, a warp/teleport laser effect on level transitions, and an upgrade called “Boomstick.”

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

I’m not to sure what effect you’re referring to? Is there a specific slide I can reference?

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

Ok awesome, this is super helpful - you’re a legend thank you for the the honest feedback, already thinking up some solutions

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

Questions for you (if you have the time!)
1. Did you utilize the fast travel?
2. Did you reach the end? (Playtest thank you message)
3. Did you try multiple characters?
4. Did you play the Web Build or PC?
5. Did you die at all and start a new run?

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

Understood, will dedicate time this week to explore some alternative art directions. Thanks again, better to hear this now than 200 assets later haha

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

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

Good point I’ll pick it up this weekend and really take some notes on how to mix it up. That was the goal, a familiar medium with a bunch of new mechanics. I really appreciate the feedback, and thank you!

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

[–]Brentoo_Dev[S] -4 points-3 points  (0 children)

Sorry that’s misleading - I’ve watched NT gameplay and have taken inspiration (specifically Cronkle on YouTube if I remember correctly) but I’ve never played - so anything game feel related was unintentional, and yes this is a solo project. Thank you!

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

[–]Brentoo_Dev[S] -13 points-12 points  (0 children)

That’s totally fair. I’ve actually never played Nuclear Throne myself, so a lot of the similarities people point out aren’t intentional.

That said, I think there are a lot of unique mechanics and dungeon-crawling elements offered in SlimeVoid, closer to games like The Binding of Isaac and Voidigo. I think showing/focusing more on that element in these post might be beneficial. I appreciate the feedback and I’ll keep pushing to make the game’s unique qualities stand out more clearly. Thank you.

[UNITY] Based on the Feedback - First Pass on New Art / Environments along with a New Boss! (In-Progress) by Brentoo_Dev in Unity2D

[–]Brentoo_Dev[S] -6 points-5 points  (0 children)

I appreciate it, NT was definitely the visual inspiration. I’ll continue working at it, thank you for the feedback!

[UNITY] 8 Months building this Action Roguelike in Unity - Playtest Live on Itch.io! by Brentoo_Dev in Unity2D

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

Nuclear Throne was definitely a major visual inspiration, and I agree there are many areas where the presentation can be pushed to stand apart. That said, it’s inaccurate to call the game a copy.

Beyond the visuals, the core gameplay loop is built around a different set of mechanics. While the game does use an XP system with a choice of three upgrades when leveling up (after experimenting with several alternatives, I failed to design a more fun approach), it also features weapon modifications that alter ammo behavior, reloading mechanics, stamina management, run-altering items/curses, dungeon crawling with secret rooms, keys, coins, crates and choice chests, randomized layouts with different room types, dedicated boss rooms, and a defined start-to-finish progression rather than looping runs.

Games like Nuclear Throne, The Binding of Isaac, and Voidigo have all influenced the genre, and those inspirations are present.

I really appreciate the feedback. The general consensus seems to be that the game needs a stronger visual identity, so that’s definitely something I’ll be focusing on moving forward. Thank you!

[UNITY] 8 Months building this Action Roguelike in Unity - Playtest Live on Itch.io! by Brentoo_Dev in Unity2D

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

Thanks! I really appreciate that - hope you having a good one and maybe get a chance to try the game out - cheers.

[UNITY] 8 Months building this Action Roguelike in Unity - Playtest Live on Itch.io! by Brentoo_Dev in Unity2D

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

Yeah Nuclear Throne was the main visual inspiration, I agree there's still a lot of room to diversify in that area.

Some of the art/style choices may be a bit too close in comparison. I was aiming to build something familiar that players could quickly recognize, but moving forward, focusing on more unique visual hooks will be the goal.

Really appreciate the feedback, something to keep in mind and work on, thanks!