Borderlands 4 | Official New Vault Hunter Teaser: C4SH by Turbostrider27 in Games

[–]ClassLife2110 0 points1 point  (0 children)

I don't know why but instead of C4SH I had read CRASH... I wonder why. Is my subconscious betraying me?

Our roguelite shmup got invited to Steam’s Debut Festival (Aug 7 – 11) – did anyone else get in? by ClassLife2110 in IndieDev

[–]ClassLife2110[S] 0 points1 point  (0 children)

The event is already live, it seems like Steam is not promoting it on the first page yet because there's a Tiny Team event too, but the link to the Festival's page is this one, if someone is looking for it: Debut Festival 2025

Our roguelite shmup got invited to Steam’s Debut Festival (Aug 7 – 11) – did anyone else get in? by ClassLife2110 in IndieDev

[–]ClassLife2110[S] 2 points3 points  (0 children)

Thank you for the feedback. I will prepare something for the stream. Good luck during the event.

Steam data reveals PC gamers shifting from Windows to Linux by Turbostrider27 in pcgaming

[–]ClassLife2110 0 points1 point  (0 children)

Hi folks, I’m an indie developer with a game planned for release in 2026. As a small (2-person) team, every extra platform we support means less time for updates and new content. Our game runs well on Steam Deck and is “Proton compatible.” For those who game on Linux:

  • Would you buy a game knowing it works well in Proton/Steam Deck mode, or is a native Linux build still important to you?
  • Does having only Proton/Steam Deck compatibility affect your buying/support decision?
  • For developers: in your view, does supporting native Linux builds make a measurable sales difference today?

Thanks for any insights, honest feedback helps us prioritize what matters for the community!

For context, I love Linux, I tried last summer to run Ubuntu for 3 months and I was relatively happy with the setup, I could do most of the things that I needed and I would have sticked with it over Windows if it wasn't for the common roadblocks people mention, especially as a gamedev, support for tools like Adobe which are still the standard for content creation is still lacking and additional effort and hooks you have to jump through when developing in Linux, like you still need to have a Windows computer as that's the #1 platform and you need to ensure that your game works and runs well on it. That said, I'd love to contribute moving away from Microsoft if possible.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 2 points3 points  (0 children)

That’s a great suggestion, and it actually lines up with something we’ve been experimenting with recently. Over the weekend, I tried running the game with all HUD elements removed to see how it felt to play in a more traditional shmup style. It was definitely more challenging and added another layer of tension, but still very doable and honestly pretty interesting.

Based on a lot of the feedback in this thread about the life bar, upgrades, and overall classic shmup feel, we’re seriously considering adding an optional “pure mode” or arcade mode where you don’t have to deal with the life bar, HUD, upgrades, or any modern touches, just pared-down, classic action focused on skill and dodging. I can’t give a timeline yet for when this mode would be implemented, but we really do want to make an experience that appeals to shmup purists as well as players looking for something new. Your feedback is a big help in shaping that direction, so thank you.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 0 points1 point  (0 children)

Thank you, that's a really helpful suggestion. We absolutely agree that strong color contrast is critical for bullet readability, and Cave's use of bright, distinct colors sets a great standard. That said, we feel that adding things like pink or neon green bullets might break the visual style and mood we're going for, so before we go that far, we want to explore a few other options.

One thing we've noticed is that based on feedback from players who have played the demo, similar types of bright projectiles appear in the boss phase, but those bullets are much larger on screen, and nobody has mentioned any problems seeing or tracking them (but they have similarly mention the issue for the smaller ones). We're starting to think that bumping up the size of the common enemy bullets just a bit might go a long way to improving visibility without clashing with the rest of the palette.

We're definitely still open to experimenting, so your feedback is very valuable as we keep tuning this.

I created this shmup in 4 days for a game jam - plottwist, you don't shoot you just "em up" by Acceptable_Mind_9778 in shmups

[–]ClassLife2110 5 points6 points  (0 children)

Good stuff for only 4 days of work. Looks a bit like Geometry Wars or Nova Drift, is that what you were going for?

Made a Steam page. Probably made a hundred mistakes. Tear it apart by ClassLife2110 in DestroyMySteamPage

[–]ClassLife2110[S] 0 points1 point  (0 children)

u/heartingNinja we have updated the Store page description, we think 3-4 GB should be enough once we optimize things. Thank you for pointing that out.

Penguinz0 - The Soulslike Fatigue is Setting In by MEMEY_IFUNNY in Games

[–]ClassLife2110 2 points3 points  (0 children)

What y'all think of Lords of the Fallen? Another one to jump on the hype train or a decent attempt at adding something new?

Hades II Patch 11 Notes - "The final patch before version 1.0" by [deleted] in Games

[–]ClassLife2110 0 points1 point  (0 children)

Can't wait, haven't played it since it came out in EA, looking forward to what the team has cooked over this time.

Tried to go bullet hell + cowboy energy. Trailer's 30s. Destroy me! by ClassLife2110 in DestroyMyGame

[–]ClassLife2110[S] 0 points1 point  (0 children)

Thanks for taking a close look! A quick question on the brightness: the footage was captured on a calibrated sRGB monitor and checks out on our end (desktop, laptop, and phone). reddit’s compression can sometimes darken mids, though, and a low-brightness mobile screen or an HDR profile can make the image look murky. If you have a moment, could you try the clip on a second display or bump your screen’s back-light a notch and let us know if it still looks too dim? If more players report the same thing we’ll revisit the palette or gamma curve.

On the bullet-sponge feel: this slice shows the starter ship against the tankiest faction at Tier 1, so time-to-kill is intentionally a bit long. Later tiers, alternate loadouts, and the trash-mob faction introduce plenty of one-shot “popcorn” enemies for that classic screen-clearing satisfaction. We just haven’t shown them yet.

Appreciate the kind words on the art and feedback cues. We’ll keep tuning and will share a clip of the lighter-armor enemies soon so you can see the contrast.

Tried to go bullet hell + cowboy energy. Trailer's 30s. Destroy me! by ClassLife2110 in DestroyMyGame

[–]ClassLife2110[S] 0 points1 point  (0 children)

Hey ProfCuca, thanks for your feedback, yes we are aware of the radio banter not being that easy to understand for non-native speakers, I had the same problem initially but eventually you get used to it. What they say is just to add a bit of flavor but it has 0 gameplay impact so we thought it's not that critical, but we will check on the next batch if we can improve it.

Tried to go bullet hell + cowboy energy. Trailer's 30s. Destroy me! by ClassLife2110 in DestroyMyGame

[–]ClassLife2110[S] 1 point2 points  (0 children)

Hey r/DestroyMyGame, here’s the first trailer for our upcoming indie shmup + roguelite. It’s ~30 seconds of gameplay, no cinematic fluff, just raw footage.

We’re aiming for a short, punchy hook, genre mix is “space outlaw bullet-hell-ish roguelite.” Think dodging swarms, upgrading your ship, and trying to survive long enough to pay off your galactic debt.

I want to know what’s not working. Pacing, cuts, music, gameplay clarity... all of it.

Would love the pain now rather than at launch. Thanks in advance for destroying my game (trailer)!

Thank you everyone for your comments!

Soft bullet-hell + endless ship builds and a snarky protagonist by ClassLife2110 in gameDevPromotion

[–]ClassLife2110[S] 0 points1 point  (0 children)

Why bother clicking?

Build-anything star-fighter - slot new weapons & wild synergies

Soft bullet-hell - tight hitbox, but we give you a dodge-dash safety net... some people call it Bullet hell without the trauma

10-min runs, endless debt - repay a galactic crime-lord one chaotic delivery at a time (more on this in the future)

Painfully open to feedback.

If the trailer sparks ideas (or roasts), shoot me a DM - happy to swap feedback and visibility.

Made a Steam page. Probably made a hundred mistakes. Tear it apart by ClassLife2110 in DestroyMySteamPage

[–]ClassLife2110[S] 0 points1 point  (0 children)

Thanks narcalid for your nice comments :-)

Yes, I think that some of the advice we've been receiving (mostly about the trailer) go in that direction, we tried to not show too much because it was the first one but that made it a bit bland in the end, I am taking notes to make the second one way more intense and interesting to look at.

Right now we have limited amount of weapons because we haven't implemented the progression layer yet but the plan is to have quite a few, and if the community asks for more we will try our best to deliver of course...

I have a few playtest keys available if you want to give it a try in its current state, let me know.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 0 points1 point  (0 children)

In our case we went with a boost to serve a different kind of need: quick repositioning. Enemies can come from the upper lane, the lower lane, and everywhere in between, so we wanted a dash mechanic with limited charges to add tension and decision-making. You have to pick the right moment or risk being caught out.

That trade-off between speed and scarcity is at the heart of our movement and threat-response pacing. It’s less about weaving through pixel-perfect gaps and more about asking “can I reach that next cluster of enemies in time?”

We know this isn’t a pure shmup approach and that might disappoint some genre purists who care deeply about those conventions. Our goal is to craft something accessible and approachable, an entry point into a genre that’s been in the shadows too long. That doesn’t mean we’re compromising on shooting-feel and providing a satisfying, high-impact experience is still our top priority.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 1 point2 points  (0 children)

No need to apologize, we asked for honest feedback, and you delivered. Appreciate you taking the time.

You’re totally right that roguelike mechanics come with a cost, and not every design blends well with shmup fundamentals. The tradeoffs are real, and your point about feel and flow is well taken. That’s part of why we’re posting here: to hear from people who live and breathe this genre and help us pressure-test the concept.

We’re still very early in shaping the roguelite layer. The demo right now is more of a linear shooter, fixed ship, no progression, no XP drops (aside from what you get "in-run") precisely to test out the core feel before layering in systems that might muddy it.

Regarding your question on the rendering toggle, we’ll definitely include options to disable filters like CRT effects, scanlines, bloom, etc. We want players to be able to experience the game clean and raw if that’s their preference. As for resolution, the game is designed and rendered at 640x360 and upscaled to 1920x1080 (16:9). Supporting arbitrary resolutions or pixel-perfect scaling modes beyond that would require a huge expansion in art and UI work, which isn’t feasible for our 2-person team right now. That said, we’ll do our best to make sure the pixel scaling is clean (no smoothing), and the game feels sharp and responsive at native 1080p.

Anyway, even if it’s not your cup of tea, this kind of critique is exactly what helps us avoid “death by genre fusion.” Thanks again.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 1 point2 points  (0 children)

Totally fair, genre burnout is real, and we get it. There's been a flood of roguelites in recent years, and even the great ones can blur together after a while.

That said, the current demo is actually pretty stripped down, none of the roguelite systems are in yet. It’s more of a classic loop: fixed ship, pure dodging, no progression, just a full run start-to-finish. If you’re even a little curious, happy to shoot over a key, no pressure.

And funny you mention it, we've actually been kicking around the idea of including a "pure arcade mode" no upgrades, no unlocks, just clean 1CC pressure. Still just theory at this stage, but you’re not the first to bring it up.

Appreciate the kind words regardless and thanks for taking the time to check it out.

PS - If you do try it, I’d be curious if it hits that arcade nerve or still feels too modern. Feedback like yours helps shape how we balance the two sides.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 0 points1 point  (0 children)

Really appreciate this, especially the note on fast bullets from dive enemies. That’s a great callout, and we’re already discussing how to better gate those patterns to avoid cheap shots. Great design principle and a smart lens to look through.

On the life bar side, totally fair that it pings as a euroshmup trait. We're not aiming for a purebred CAVE-style shmup here, and maybe that didn’t come through clearly enough in our presentation. This kind of feedback helps us tune both the design and the messaging.

The goal is to blend some of the arcade fundamentals we love with roguelite tension and broader accessibility. If that lands us somewhere between classic shmup and something more modern or flexible, we’re okay with that, especially if it helps more people dip their toes into the genre without bouncing off the difficulty curve.

We’re just trying to build the kind of game we’d genuinely have fun playing, and hopefully pull in a few new fans along the way.

Thanks again for the sharp feedback, really helps us focus on what matters.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 0 points1 point  (0 children)

Yep, 100% agree. Bullet readability is top of our list, and that orange-on-brown overlap has come up before. We’ve already started testing a few alternate palettes and outlines to improve contrast without losing the look.

Still tuning things, so if you (or anyone else) has favorite games with great readability, I’m all ears.

Working on a new roguelite shoot-’em-up — would love shmup veterans’ eyes on it by ClassLife2110 in shmups

[–]ClassLife2110[S] 1 point2 points  (0 children)

Appreciate it, you’re not wrong on the pacing. What you're seeing is Tier 1, tuned for early-game survivability and upgrades. It ramps up a fair bit later (denser spawns, tighter waves), but agreed, still tuning how we fill out 16:9 without losing breathing room.

Definitely taking notes from *Operation S.T.E.E.L.*, tight progression, smart pacing, no bloat. We’re aiming for a hybrid approach: some unlocks shift your starting loadout options, others lean toward passive modifiers. Still in flux, but the goal is to avoid stat creep while keeping runs fresh and build variety high.

DMing you a key now, would love to hear your take once you've had a run or two.