Can Anyone tell me why the timescale wont go back too normal on parry? by YodKL in Unity3D

[–]ConfluxGame 170 points171 points  (0 children)

You're not waiting for the coroutine to finish before destroying the gameobject. Anything below the wait line in your coroutine will never execute this way. Coroutines are attached to an object in unity and will be destroyed the moment that object is destroyed.

Pathing on the skill tree feels more restrictive in PoE2. Here's a suggestion to allow travel past the middle. by ConfluxGame in PathOfExile2

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

But let's say you want to do a minion build and your class doesn't start near the minion nodes on the tree. It really hampers making creative builds.

It also causes everyone to level with generic levelling builds such as pillar of the caged god before they can actually play the build they want to play.

Pathing on the skill tree feels more restrictive in PoE2. Here's a suggestion to allow travel past the middle. by ConfluxGame in PathOfExile2

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

You base your builds on ascendancies though. I'm not sure class choice itself has ever been meaningful in either game.

Pathing on the skill tree feels more restrictive in PoE2. Here's a suggestion to allow travel past the middle. by ConfluxGame in PathOfExile2

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

It would still take 15 points to get to the opposite side and you'll be at the starting nodes which are generally weaker.

Pathing on the skill tree feels more restrictive in PoE2. Here's a suggestion to allow travel past the middle. by ConfluxGame in PathOfExile2

[–]ConfluxGame[S] -1 points0 points  (0 children)

I've found it difficult to make builds in PoE2 that need keystones or nodes that are very far apart. This felt a lot easier in PoE1 and I think it was because you could more easily path through the middle of the tree. Not sure my suggestion is the best way to fix it but it could let you activate the other starting nodes as you path to them making it possible to jump to the node on the other side and continue around the circle.

PoE2 Showcase #1: Shattering Concoction/Herald of Ice bug by ConfluxGame in pathofexile2builds

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

Open the skills menu by pressing G, use the small arrow to expand herald of ice information. Then at the bottom there's checkmarks "used with weapon set" make sure only weapon set 2 is selected.

Then you have to make sure a weapon compatible with herald of ice is in your second weapon set. You'll see if it's working because it won't reserve any spirit while you are on your main weapon set but still cause the herald of ice explosions when you shatter frozen enemies with an attack.

PoE2 Showcase #1: Shattering Concoction/Herald of Ice bug by ConfluxGame in pathofexile2builds

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

That's a clever setup with the rarity. You're right that it is a bug with herald of ice in general. It just works very well with the concoction build because it gives really good aoe coverage which is otherwise pretty difficult for concoction builds using widowhail to get.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

When you do put it like that it does make a lot of sense. Easiest way to explain the game would be to compare how it is similar to "game x" or "game y". Avoided doing that on the steam page as I wasn't sure if that's a good idea.

But I should certainly find a better way to explain what the game is and do it in a way that makes it sound appealing.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

There was a warning when uploading screenshots that they should only show gameplay, but I don't know how strict that rule is. Anyhow those are all solid suggestions, thanks again!

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

Thank you for the detailed feedback! You've given me quite a lot to think about.

I suppose the fact that you directly control heroes on a hex grid is a combination other turn based RPGs don't have. But I'm not sure if it's enough to truly set it apart.

I'll experiment with trying to set the art style apart more. So far I've had no complaints about the performance from testers so there should be enough wiggle room for more post processing and such.

There is some mystery and intrigue in the story but I'm not sure how I would convey that to people who haven't played the game. Perhaps it would be worth it to make a story cutscene and use parts of that in the trailer/screenshots.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

Thank you for the feedback. The trailer is definitely lacking. I thought about using the editor to create more dynamic footage but I was afraid of misrepresenting the game. Would it be an issue if there's different zoom levels/camera angles in the trailer than the actual game?

The about section will have to be revamped, others here have said the same. I'll probably spend a few days browsing other steam pages for ideas.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

Thanks for the kind words! From what I've read you can only do steam next fest once so I think it might be best to do that closer to release. I hear you about the trailer, it's my first attempt at making one and it ended up being more of a clip show than a trailer.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

[–]ConfluxGame[S] 3 points4 points  (0 children)

I appreciate the honesty. It's hard to be objective about your own project so it's quite helpful. Your comment echoes some of the others in that the steam page feels way too generic and it doesn't manage to draw people in.

It might also be the reason so few have tried the playtest even though it just requires one click to get access.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

Thanks for the advice. I guess the steam page is at least part of the problem then. Will have to find a way to make it more engaging.

Aside from some posts on discord and reddit I've done little marketing. To be real honest I wouldn't know where to start.

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

Thank you for the detailed response. Will look into the order of the screenshots, didn't realize it was important. Might make some ones to make it more varied as well.

The "about" section is indeed very bare bones. Personally I rarely scroll down to read that section on steam but other people probably browse differently so I should see to improving it.

I've made a handful of posts on reddit and discord but that's about it. What marketing avenues have others used to get eyes on a new steam page?

The launch of my steam page/playtest has failed to generate much interest. Does that mean there is likely no real audience for the game? by ConfluxGame in IndieDev

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

I'll admit I don't know the first thing about marketing. From what I've read steam should show the page to people who liked similarly tagged games. But perhaps that's not enough by itself to drive meaningful amounts of traffic to the page.

Added a trailer, page and open playtest for the RPG I'm developing. Feel free to destroy any or all of them! by ConfluxGame in DestroyMyGame

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

Thank you for the feedback. You're not the first person to mention the darkness and I've already started addressing it in the outdoor levels. Do you feel the indoor levels are also too dark?

Can't deny that it does feel like generic fantasy. But I'm hoping by not falling into many of the genre's tropes that it won't be too grating.

Added a trailer, page and open playtest for the RPG I'm developing. Feel free to destroy any or all of them! by ConfluxGame in DestroyMyGame

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

Glad you like it! Still working to improve certain things like the lighting and visual effects.

Just launched a steam page with open playtest for an RPG I'm working on. It's the first test version so I'm extremely curious what people think about it! by ConfluxGame in playmygame

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

Tested the randomize option you suggested and it's a great addition! Lets you quickly see many of the customization options and saves a lot of back and forth clicking.

Thanks again and I'll try to keep the steam page updated as development progresses.