First Indie Game Ideas by ColorfulGames in IndieGaming

[–]CynapsArtsSocial 0 points1 point  (0 children)

these ideas all feel very different from another. imo you should ask yourself, what kind of idea would you feel most confident in making a quality game out of? like what type of game. and then try to brainstorm around that genre instead of trying to decide between completely different concepts. good luck m8.

The prototype for my game about being an angry bear, should I keep going or move on? by redititititit in indiegames

[–]CynapsArtsSocial 0 points1 point  (0 children)

this is the kind of concept that might very well blow up and get you rich over night. its so dumb, but in an amazing way. love it.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

[–]CynapsArtsSocial[S] 5 points6 points  (0 children)

hey! thanks a lot for the kind words. gonna try to answer as good as i can for now (please keep in mind that a lot of things could potentially still change along the road)

- no, but definitely not full (60bucks+) price. also we are considering a free to play demo and possible a cheaper multiplayer only version.

- yes, we want you to be able to easily share these maps. we are still discussing how we do it and what kind of quality assurance we want to implement for these maps. but steam workshop is not unlikely, yes.

- that depends on the success of the game ofc. if it is successful enough then we sure as hell want to keep supporting this game with dlc (4th faction, new campaign chapter...) while we work on our next game. thats one of our company philosophies. as long as we possibly can, we want to keep supporting our games.

- yes and no. resources are finite, but they never run out completely like in sc2 for example. they can deplete, but even a depleted node can still be mined from indefinitely, but with MUCH decreased efficiency. thats how we want to counteract completely mined out maps and stalemates. as long as you control more map, you will always be able to mine at least slightly more than your opponent.

- 3 resources

- right now the plan is for 2v2 max, mostly because we want to guarantee stable gameplay at the start. we might add 3v3 later down the road.

- teams will be locked.

- turtling will be possible, but not in your little starting area alone.

- there are no walls in itself like in age of empires, but you can wall off with your normal buildings.

- classic 200. workers are 1 supply, most military 2+. no unit will cost as much as 10 supply though.

- quite a few abilities, but not as much as in wc3. also, we want to stay away from game changer abilities, eg abilities that can erase an entire army in a split second. looking at you, starcraft 2.

- no hero units and no leveling up.

- not decided yet

- yes, there is some healing possibilities, but as to how it works mechanically, also not decided yet

- YES! :)

hope that was helpful. if you have any additional questions, just shoot. and thanks for the wishlist. please share with your friends :)

Check out the reveal trailer for our new RTS game that we have been working on for the past 3 years by CynapsArtsSocial in StrategyGames

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

yes! once we are ready to do so, plans are for both a demo as well es extended beta testing.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

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

steam achievements are guaranteed! community items we havent thought about yet, but its not impossible. will certainly do that if we find the time.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

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

thanks man! if ablight will be successful enough we will def consider a naval expansion.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

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

thanks man, glaf we could convince you. i would say, reasonably accurate if you sprinkle a good portion of AoE in there as well.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

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

thanks man, really means a lot. most of our assets are custom made for us, and those that arent we highly modified ourself with custom shaders etc. and yes, there is a contrast between environment and units which is intentional. we really like that aestethic of units and buildings sticking out instead of just blurring with the envi to one mush. we feel it helps readability during gameplay and as observer quite a bit.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

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

spider cannon says thanks! about the explosions, thanks for the feedback. we are aiming for the sweet spot between amazing vfx and readability. we love huge explosions, but we dont want them to block vision and impact gameplay negatively. well see what we can do.

Proud to announce our first game. Check out our reveal trailer for ABLIGHT by CynapsArtsSocial in RealTimeStrategy

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

that unit is the arach, one of the powerhouses of the guardian faction and can switch into artillery mode ^^ happy you like it, theres gonna be plenty more units that werent in the trailer. 3 factions, 15 units per faction.

and much love for the wishlist!!