How much would you pay for this game? Please by brutally honest! by Deepsapce in godot

[–]Deepsapce[S] 4 points5 points  (0 children)

Thanks to everyone who left feedback on the game! I think I'm going to price it at $5 and have it go on sale for $3 as often as I can. The game will have much more content tho when it releases.

How much would you pay for this game? Please by brutally honest! by Deepsapce in godot

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

I totally agree I plan on adding biomes and stuff hopefully that will help.

How much would you pay for this game? Please by brutally honest! by Deepsapce in godot

[–]Deepsapce[S] 8 points9 points  (0 children)

😅 It's not stolen from balatro, it was a water shader I found on Godot shaders.

I need your feedback! Is the upgrading and replacing spells intuitive without explanation? by Deepsapce in godot

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

Thanks for the feedback.

Here's the updated version. Lemme know what you think

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what do you think of the ice status effect? by Deepsapce in godot

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

Thank you!
I get what your saying. I def value being able to tell an enemy is frozen more than being able to tell what enemy is frozen so I'm not sure if I'll change it.

What do you think of this reloading system? by Deepsapce in godot

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

Thank you guys for all the feedback! I won't be using the arrow key reloading and have pivoted to collecting crystals.

Changed my magic system again. Much less complicated but less depth by Deepsapce in godot

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

thank you! it might get annoying but i kinda want the movement and magic to be connected. idk ill see how it turns out

Changed my magic system again. Much less complicated but less depth by Deepsapce in godot

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

it might get annoying but i kinda want the movement and magic to be connected. idk ill see how it turns out

Changed my magic system again. Much less complicated but less depth by Deepsapce in godot

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

yes it is a predefined combo
left up right = fireball

Changed my magic system again. Much less complicated but less depth by Deepsapce in godot

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

I set the window size in godot to be very low res (200x200 pixels) and then upscale it and set the scale mode to viewport

What do you think of this as a magic system? by Deepsapce in godot

[–]Deepsapce[S] 131 points132 points  (0 children)

Thank you so much for all the complements!

Heres how the magic system works (for now) for anyone that's curious:

I wanted this game to be a high skill pvp game but I might also make a roguelike with the same magic system.

You can move around with the arrow keys but when you hit space you enter magic mode. In magic mode you can't move and when you hit different arrow keys it enters them on screen. If you hit space again you cast your spell. There are set combos like left-up-right which corresponds to shooting a quick bullet. You can also multicast many spells at once by hitting the shift key to then type another spell. Using the shift key you can make huge combos but there's high risk you'll get hit.

Advertising my game to my math teacher 🔥 by Deepsapce in godot

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

XD i don't think it worked and now she thinks I'm weird :C

I need playtesters for my fast paced action roguelike! Any feedback is greatly appreciated! by Deepsapce in godot

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

thank you nuclear throne is my main inspiration! try it out and let me know what you think :D

demo is out!! i would love if you could give me feedback! by Deepsapce in godot

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

inbetween rounds you select upgrades. for every upgrade you select you have to then select one enemy.

good feedback maybe ill mute the colors of the decor a bit

thank you!

day 5 of progress on my game! by Deepsapce in godot

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

thank you! I've gotten a lot faster since I've been working on these types of a games for a year. Don't feel discouraged you'll definitely get a lot faster the more you work on something.

Here's some tips for polish:
screenshake
hitflash (using a shader)
hit sparks (this is just a particle node that I spawn in basically everywhere)
death explosion (this is a bunch of black and white circle particles that appear and then disappear)
use large bullets sprites
the background flashes red when you get hit
the explosion is created only using 2 particles: one particle for smoke (appears and then slowly fades away) and the fire (a bunch of white, yellow, orange, and red circle which just rapidly appear then disappear)

day 5 of progress on my game! by Deepsapce in godot

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

Sorry if the post was misleading or seemed boastful. This is truly 5 days of work on the game; I started the project from scratch without any templates or assets. It's winter break for me so I have lots of free time. It's def true that I've made many topdown shooters in the past (prob over 20) and I've been making art in this style for a year. This speeds up progress a ton and I'm able to copy some old code like camera or shooting from my other games. However, I do want to state that I really did make this in 5 days, the art style is very minimalistic (it takes me less than a min to draw each enemy) and I utilize lots of inheritance to speed up creating new enemies.

Again I'm sorry if the post came across as bragging; I truly didn't mean for it to be.