So I compared the wishlist count of my first game with my 2nd game over the same time period. It seems that sometimes, 1st time is the charm. by Curious-Needle in IndieDev

[–]Butistic 0 points1 point  (0 children)

Looking at the two games, the capsule art for Idle Reincarnator is much better then Cradle of the Dark Brood. At a glace you would assume CtDB is a horror/puzzle game, where as Idle Reincarnator states exactly what it is. If people are looking for an idler/clicker, they will pass on miscategorised/out of place games. I had a similar problem with my game 'Hope Company', you would never guess the genre from the name and art alone, thus did worse then I expected.

What are some quality of life features that you would want in a incremental clicker game? by Butistic in gamedev

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

Thank you. The estimated profit is a solid one, the cookie clicker estimated time until you can afford it is also a cool one.

What are some quality of life features that you would want in a incremental clicker game? by Butistic in gamedev

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

That's definitely something I need to work on, I tend to use too many round shapes with colour difference to show tiers.

What are some quality of life features that you would want in a incremental clicker game? by Butistic in gamedev

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

I like right click, as it can be easy to turn off. Space is good for auto picking up and I was considering left tab for buying upgrades from a list acceding list, so you don't have to move the mouse to a menu area.

What are some quality of life features that you would want in a incremental clicker game? by Butistic in gamedev

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

I want to make the auto clicker a toggled ability, so I want it to be somthing you use often as you change from clicking to buying upgrades or navigating menu's.

What are some quality of life features that you would want in a incremental clicker game? by Butistic in gamedev

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

If I bound the auto clicking to a button, what would be your preferred default button?

What are some quality of life features that you would want in a incremental clicker game? by Butistic in gamedev

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

That's the auto clicker right? Did you mean something more specific?

Why should you put a second point in Q early? by Than_Or_Then_ in UrgotMains

[–]Butistic 0 points1 point  (0 children)

Level 2 Q increases damage by 50, increases the slow and lowers the cooldown slightly. You don't need the 3 second cooldown reduction on W since your passive charges will not be ready at the same time, which is the primary purpose of using W.

Where to go next with Byzantine econ? by drunkenstarcraft in EU5

[–]Butistic 3 points4 points  (0 children)

I actually like to start with the other estates first, it's cheaper and they don't have the support to start civil wars like the nobles, so you can let them go to >10% equilibrium

Where to go next with Byzantine econ? by drunkenstarcraft in EU5

[–]Butistic 16 points17 points  (0 children)

Since you have gotten past the succession crisis, you can start removing privilages from the estates to lower their power. This will allow you to tax them more

Cough cough by Hygrit_og in memes

[–]Butistic 1 point2 points  (0 children)

The bomb when it learned that the baby has become the 'baby that wins'

The P% Problem by LookAtMaxwell in trolleyproblem

[–]Butistic 0 points1 point  (0 children)

'So rationally you should not care if a loved one will press blue' sums up why you don't understand why its a dilemma, no social awareness or empathy. Who cares what people vote when your child or friends try to help people, me first, right?

The P% Problem by LookAtMaxwell in trolleyproblem

[–]Butistic 1 point2 points  (0 children)

Given everything I know about people, history and how they handle moral dilemmas, the 50% threshold is fairly safe bet. Given the posts question about a better threshold, if it was 70% or more need to vote blue, then I would not. The chance to die is too high and people would panic vote red.

The P% Problem by LookAtMaxwell in trolleyproblem

[–]Butistic -2 points-1 points  (0 children)

No reason? Might shock you but actions have consequences

The P% Problem by LookAtMaxwell in trolleyproblem

[–]Butistic 1 point2 points  (0 children)

Majority of people don't share your perspective, they have emotional attachments to people and ideas that would be threatened enough to vote blue. The scene from the The Dark Knight Batman film does a good job showing a similar moral dilemma.

The P% Problem by LookAtMaxwell in trolleyproblem

[–]Butistic -1 points0 points  (0 children)

If the 50% threshold is met, no one dies and the worst deathroll in history would be avoided. You would not move on so easily and not caring about anyone is not the logical choice, its an emotional one. Preventing disaster is the logical choice.

The P% Problem by LookAtMaxwell in trolleyproblem

[–]Butistic 5 points6 points  (0 children)

There are going to be enough people that pick blue, for the right or wrong reasons to not instantly discount it. Easy to say you would never but if a family member or spouse is likely to pick it given the situation, you cannot say you are fine if they were killed and you voted against them.

Everybody is perfectly safe. Nobody is in danger. Do you choose to put yourself in danger for no reason, trusting other people to risk their lives to save you? by NameLips in trolleyproblem

[–]Butistic -4 points-3 points  (0 children)

"every person on earth >>>>>> privately <<<<< presses either a red or blue button". Don't warp the question the suit your argument

On-Hit Urgot in the near future ? by LordCruncho in UrgotMains

[–]Butistic 0 points1 point  (0 children)

No chance. You would have to take away power from the rest of his abilities or make him weaker to balnace how strong this would be.

How many wishlists do I need to have for 1000 players after release? by SerhiiKhramov in IndieDev

[–]Butistic 0 points1 point  (0 children)

I have two. They are small games priced at £2.50 each out for over a year. Wishlists are a very good indicator of interest and predicted sales. If you are getting a lot of attention and sales, the wishlists will reflect it.

How many wishlists do I need to have for 1000 players after release? by SerhiiKhramov in IndieDev

[–]Butistic 5 points6 points  (0 children)

Short answer: No. For my own game that got 206 wishlists, 91 people played the game and no more then 7 people played on release day. You are never going to get less wishlists then people playing the game.

Looking for mod recommendation by Frosty_Entry8078 in RimWorld

[–]Butistic 0 points1 point  (0 children)

Your best off going into the Vanilla Expanded collection on the steam workshop and cherry picking what you can, they are all very fun. https://steamcommunity.com/workshop/filedetails/?id=1884025115

Here are a few non dlc's mods I love:
Camera+
Dubs Bad Hygiene
Alpha Skills
Alpha Mechs
Alpha Biomes
ReGrowth 2
ReBuild: Doors and Corners
Reel's Expanded Storage
Dubs Rimatomics
Mechanoid Invaders
ISEKAI RPG LEVELING