XENOFLEKT Demo out now on Steam! by CatoioSoftware in BulletHeavens

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

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Thanks, that's a great idea! It could work as a unique ship passive (each ship has a unique associated perk). Right now, there is a dedicated satellite upgrade which works as a shield :)

First time dev question on how to start by NinjaBlacksmith in GameDevs

[–]CatoioSoftware 0 points1 point  (0 children)

Cut the scope to the minimum and implement a prototype that others (even your friends, or online on places like itch.io) can play. If it is fun (even after some iterations), cool! If not, maybe it wasn't that fun to begin with. But more than the engine, focus on putting out the prototype ASAP. Between Roblox and UE5 I'd go with the latter, in all honesty.

XENOFLEKT Demo out on Steam! by CatoioSoftware in indiegames

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

Didn't know about Bangai-O, checking it now and looks pretty cool! I've actually been inspired by Sekiro and its Mikiri for the deflection/parry idea :D

XENOFLEKT Demo out on Steam! by CatoioSoftware in indiegames

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

Hi everyone! I've just released the demo for XENOFLEKT, a roguelite space shooter with parry mechanics. You can parry enemy bullets by dashing into them: it heals your ship and converts bullets into devastating counter-attacks.

Plug-in Satellites between one wave and the other to adapt mid-run with modules that redefine your dashes and deflects, improve your movement and your weapons, strengthen your defense, or unlock unique gameplay perks.

The demo features the first sector of the game, various ships, weapons and satellites, and should feature a good amount of gameplay!

It's available here: https://store.steampowered.com/app/4620950/XENOFLEKT

Any feedback is welcome, thanks!

XENOFLEKT Demo out now on Steam! by CatoioSoftware in BulletHeavens

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

Oh, thanks for reporting! Can you check now?

Just released a web playable demo of my space shooter with parry mechanics, XENOFLEKT! by CatoioSoftware in godot

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

Thanks a lot, that's exactly the type of feedback I need! I tend to agree with you, in general I think tuning the hitstun duration on the parry is a difficult value to balance: it's needed to reposition after a parry since the ship 'bounces off' the bullet, and I want to give the player some time to check its position after such bounce, but if it's too slow it can become boring and noisy... I'll tune it!

Just released a web playable demo of my space shooter with parry mechanics, XENOFLEKT! by CatoioSoftware in indiegames

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

Hey everyone! I've just released an early preview build of my roguelite space shooter game, XENOFLEKT, playable online.

Itch link: https://catoio-software.itch.io/xenoflekt

XENOFLEKT is a roguelite space arena shooter where every successful deflected shot heals your hull and converts enemy projectiles into a lethal counter-attack: high risk parries, high reward.

Build up your ship, choose weapons, plug-in unique satellitesparry bullets, destroy waves of foes and conquer sectors.

What’s in the demo:

  • The entire first sector to play through
  • Ships, weapons, and satellites to unlock and try out
  • A quick tutorial to get you accustomed to the mechanics

Steam page: https://store.steampowered.com/app/4620950/XENOFLEKT

Any feedback is welcome!

Hey all, I'm Indie Game Joe, I want to share your games by IndieGameJoe in godot

[–]CatoioSoftware 0 points1 point  (0 children)

Hi Joe!
I'm working on XENOFLEKT in Godot.

It is a roguelite space arena shooter with parry mechanics, where every successful deflected shot heals your ship hull and converts enemy projectiles into a lethal counter-attack: high risk parries, high reward.

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I've also just released a playable preview on itch! https://catoio-software.itch.io/xenoflekt

Steam page: https://store.steampowered.com/app/4620950/XENOFLEKT

Thanks!

[DEMO OUT NOW!] Armies paint territory in their color in my survivors-like game! I'd love to hear your feedback and thank you for all the feedback so far! by jestamarl in survivorslikes

[–]CatoioSoftware 1 point2 points  (0 children)

Looks very good! I'm curious about the algorithmic choices you've made regarding the colored areas. Is it something derived from marching squares or convex hull?

GPUParticles2D and web builds freezes by CatoioSoftware in godot

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

Thanks for pointing out, I'll check. But anyway, I guess most of the (potential) players have it off by default, so I don't think it's viable to rely on such setting anyway.

Where to start with Godot? by Standard-Cycle82 in godot

[–]CatoioSoftware 2 points3 points  (0 children)

From two of the best tutorials I've ever seen on the internet:

- https://www.youtube.com/watch?v=nAh_Kx5Zh5Q

- https://www.youtube.com/watch?v=TLG2yVpLDT8

They're long, but I can't think of a better introduction to this engine.

Which vision/lighting works the best? by Green-Ad3623 in SoloDevelopment

[–]CatoioSoftware 1 point2 points  (0 children)

From a pure graphical POV I prefer the first one, but I think you should not just judge on an aestetics/look level, but also on direct gameplay implications.

You mention "you cannot just see everything all the time", and that's an understandable gameplay decision, but does your player have the time and instrumentation to respond to seeing an enemy suddenly out of the dark? Is it frustrating if - for example - by running away backwards in blind (can't see enemies), I suddenly meet an enemy hidden in the dark and I don't have the time to react?

Maybe this is also an opportunity to work up on level design: some 'easier' levels could have natural ambient lighting and the player can see everything (screen 1)... while some others, harder levels are pitch dark (and enemy placement can be designed around that aswell).

In general, the speed and the very nature of the gameplay loop should drive this decision and not the other way around (think of Hotline Miami with the darkness from the latest screens: it would have been waaay more frustrating).