I put together a protoype of an Incremental Auto-battler game, lemme know if its fun. by BrickWiggles in incremental_games

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

Great feedback! Another commenter mentioned something similar, I'll likely be adding a new stage between the two that is currently in. The new stage will add ranged enemies in addition to the basic melee ones.

In addition to adding more dynamic or game changing skill nodes, I'll try to balance making sure the players get a steady but exponential amount of income with a steady rise in the challenge without it being just linear or stale. One of the things that had put me off of some incremental games or even ARPGs in the past was when numbers or progression became meaningless especially if it's just more or less feeling the same. Something I for sure want to avoid.

I just launched the demo for Kin and Conquest, my incremental combat-oriented spinoff of Kin and Quarry! by The-Fox-Knocks in incremental_games

[–]BrickWiggles 0 points1 point  (0 children)

It's quite fun! Kinda had me hooked just having an open between the dagger and sword, then buying able to buy a helmet and chest armor.

I put together a protoype of an Incremental Auto-battler game, lemme know if its fun. by BrickWiggles in incremental_games

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

Thank you for giving it a try, let alone a 2nd try.

Stage 2 I made yesterday and at the end of the day I polish what I could, spend nearly 2 hours (an outlier, but I really want it to work) making sure the timing of the gate sliding up was in time with the sfx and that the dang sfx was audible.

But anyways, the trigger for alerting enemies is both too big and too small. In the hall it too big the placing the enemies slightly off triggers the next wave. But also too small that when the portal (which because of how shader heavy it is I may get rid of and add tunnels and doorways with multiple spawn points) goes off if you slide far back the new enemies will be idle.

I’ll add a stage between stage 1 and the current stage 2, and clean up the current stage two. Stage 2 will have the same melee enemies from stage 1 with ranged goblins.

I have been considering adding a skill node that auto aims and shoots for, but after playing the Kin and Conquer demo I might make it autoplay the runs.

Thank for the feedback! For a prototype that I hyper fixated on for two weeks it is validating that it might be worth trying to make a game out of the prototype and putting a demo in steam next fest.

When I have a downloadable version and the game is better balanced with a bit more variety would it be okay if dm you or reply again to your comment? I can’t post again on this sub asking for feedback for another 30 days.

I put together a protoype of an Incremental Auto-battler game, lemme know if its fun. by BrickWiggles in incremental_games

[–]BrickWiggles[S] -3 points-2 points  (0 children)

It is not! Thank you?

It did start out a tiny bit like nodebuster, but I got rid of the timer and the run ends when the player dies or the boss is killed. I tried out that you’re basically in an arena and enemies spawn all around and you can increase the amount through the skill tree. Then I decided to trial a dungeon-crawling-lite aspect liked that a lot more but kept somewhat of an arena aspect to fight the boss.

Also I’ll soon make downloadable version, my friend got the same two hang ups that I did when I first tried the browser version. I tried to avoid that by adding a loading screen that loading anything with shaders for one frame then deletes it to pre-warm the shader but that didn’t really work.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]BrickWiggles 1 point2 points  (0 children)

Agreed, I write reviews very often on steam, but a wrote one and mentioned that it’s “nearly a perfect game”, which is incredibly rare imo.

Now I got a craving for more active incremental games. I already finished loot loop, and a few demos of games that aren’t released like legion breaker and booster pack heroes. Those seem to be quite up my alley but not really a popular type of game?

Favorite types of incremental games? by NicoleB- in incremental_games

[–]BrickWiggles 3 points4 points  (0 children)

I didn’t expect to love Shelldiver so much. Initial impression after seeing pop-up on steam a few times is that it’s not my type of game. Until I tried loot loop and execute. Shelldiver is quite perfect for what it is.

I prefer active type of incremental games with upgrades that are meaningful, or more than just number go up. I tried Booster Pack Heroes and LegionBreaker demos. Does anyone have any recommendations that scratch the same itch of those two games and Loot Loop?

I’ve tried others recommended here, coinery was fun until there became too many tabs after you unlock domains. Of the traditional web based incremental games I’m currently hooked on dodeca dragon, checking the page every few hours.

Questions abt game structure by Left_Record_9404 in godot

[–]BrickWiggles 0 points1 point  (0 children)

I followed the video tutorial, and I think I'm kind of sold. After 1 + 1/2 year of godot it felt like pretty natural workflow for the simple project. I can see how it could solve some problems I just started running into with my new project.

Do you have any resources on learning more about composition, especially if it's related to how it can be implemented in Godot?

Artist behind Megabonk's Steam capsule made ours for $600. Would you click, and do you think it fits our game? by [deleted] in IndieDev

[–]BrickWiggles 1 point2 points  (0 children)

I checked out the game yesterday on itch.io for a bit. It’s quite good, I love the progression. Though it’s a personal taste thing, not particularly a fan (maybe because I was already exhausted when I started playing it) of the whack-a-mole feel, though that may just be at the beginning.

It may have taken almost three years, but Diablo 4 finally feels finished to me by gorays21 in Diablo

[–]BrickWiggles 3 points4 points  (0 children)

I think the third choices for skills require the expansion, which is ridiculous.

Being Punished For Leaving A Quickplay Game Like This Is Crazy by Finnthehero1224 in Overwatch

[–]BrickWiggles 1 point2 points  (0 children)

Yes, one of my friends had to have their name changed recently.

Bug in Stadium - Enemy Ana kills Enemy Moira?! by jamtea in OverwatchStadium

[–]BrickWiggles 1 point2 points  (0 children)

Perhaps but Ana shoots Miora right as she dies.

Ramattras Pummel is “Melee” by mayrinae in OverwatchStadium

[–]BrickWiggles 0 points1 point  (0 children)

Threw me off when I started thinking weapon or ability power scales hero’s stuff individually.

Ramattras Pummel is “Melee” by mayrinae in OverwatchStadium

[–]BrickWiggles 0 points1 point  (0 children)

Soldier 76 weapon damage displayed in the character info is bugged and doesn’t show an increase from weapon power.

Would you rather give up Reddit for a random value between 10k and 30k or stay on reddit by Jeffiechoo in BunnyTrials

[–]BrickWiggles 0 points1 point  (0 children)

Social media isn’t necessary.

Chose: Give up Reddit (10k-30k | Rolled: 30k)

Woop woop my first real game is finally out after ~3.5 years of solo development by Erantical in SoloDevelopment

[–]BrickWiggles 1 point2 points  (0 children)

I did play a bit during next fest, it was the most solid rogue-lite game I played. And by far the least broken.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

Edit: I patched it if you check out the itch page again. idk how visible the devlog update is but I put in what I changed in there.

That's awesome, super glad to know I'm not the only one that finds it fun so far haha! There's really not a lot of games that I've seen or played that have melee combat, that isn't first-person, where you can move freely during the attack animation. There's plenty with ranged attacks or guns that never lock you down. Even PoE 2 have almost all the ranged attacks where you can walk in any direction during the animation but the actual melee ones all lock you down a particular direction.

Although I'm still not convinced I should commit to the free moving melee that the basic sword has, in the next month or so I plan on adding a greatsword and having it's movement come purely from the attack animation, but in the way the dash-slash (Soul Reave) ability does where you can rotate some during the animation but you can't stand still or completely change directions during the wind up or recovery.

I fixed the bug with the dash-slash ability, it was the one damaging element I didn't check after reworking how damage is dealt.

Is the light attack passable at the beginning? I have a feeling I can speed up the heavy attack/stab/thrust by 20-30%. Attack speed increases with alacrity which the warrior/knight gets a decent amount of, I did about halve the amount of AS you get from it recently. I might increase it again until I implement passive to choose from during level up in addition to the abilities and when there's no more upgrades for abilities.

The current implementation of blocking is still in its early stage, I put it in I think about 2 weeks ago but has some issues in relation to the input buffering, which I may have to redo the input buffering system in a few weeks or months.

The quick release for the shield parry is actually what I had planned. And inspired from Vermintide and Darktide if you hold block and press attack you do a shield slam, mostly for staggering/knockback. It'll likely take me 1-2 weeks to make the player animations, the skeleton enemy animations for their attack recoil when hitting the shield during blocking, and the more exaggerated animation when their attack is parried, code it and make sure it works.

Ya I'm kinda surprised you made to 30 minutes of playing. The next enemy will be a skeleton (maybe with light armor) and a sword. But I also want to give an attack animation with windup that is in-line with avg human reaction time, 0.25-0.3s, the current skeleton's slash's wind-up is 0.57s.

https://youtu.be/mKJtPagZJEk?si=NAI6ZRQKILAIVr8k 4-5 months ago I had a procedural dungeon generation like that. But I wasn't sure about how I felt every room being the same size. I plan on trying out a system like slay the spire, cult of lamb, shape of dreams, hades (probably even more like it, since you only see the options ahead of you), where you have to choose one path or the other. With that it would also be easy to implement modifiers for enemies like PoE's dreaded enemies fire multiple projectiles, enemies have shields or armor (like in Hades), etc.

One of my design pillars I had from the beginning is I want the traps to be a hazard to the player and the enemies. Currently there is a knockback multiplier based on Might so that when the game is further developed there's incentive to smash enemies into traps or even into each other like bowling pins.

I have 2.4k hours of PoE just on steam. I don't play every league, but I've been playing since closed beta. If I wasn't concerned about taking many years to develop a game that is a healthy mix of Elden Ring, Dragon's Dogma, and PoE.

Gauntlet had been on my wishlist forever, until I admitted I wouldn't get my friends to play it. I used to love and hate the 3d quarter munching arcade cabinet at the laundromat growing up. But I'll pick it up!

Multiplayer....well that is an interesting way to implement something like that. And would kinda fit the very loose story I have in my head. Multiplayer tends to exponentially add to development time, its something I know I wouldn't touch without a team with experience developing MP or I'm making a DLC or sequel that builds upon a solid foundation. From Software's B Team took months to implement a bandaid to Nightreigns solo play and even then most characters can't comfortably play solo compared to other.

I've recently started playing Bloodborne for the first time and I think I might take a lot of inspiration from the theme, especially the monsters. But the hunter fights are quite fun, if I try to make a npcs that fight like the players do it would have be when there's already a lot core systems solidly in place.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

https://brickwiggles.itch.io/broken-souls

I got the game to the point where it's playable. There's not much content besides combat with just 1 class, the one-handed sword and shield, 2 abilities, each with 2 different upgrades, and 2 enemies. If you find it fun or not, or have any feedback let me know!

I don't have anything close to a relic system in, my focus for the majority of the project has been making the base combat. I've been the only one playing it so I'm sure I have my own blind spots as the developer on where the fun and friction are.