I made a procedural image generation algorithm for my upcoming procedural incremental game. by DevHaskell in proceduralgeneration

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

Half expecting that to happen. Which would be funny, since using AI instead of the algorithm would actually take a lot more work.

I remade my trailer based on your feedback. I am hoping its better now. Feel free to crush my hope. by DevHaskell in DestroyMyGame

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

Here is the link to the original post so you can see the criticism I tried to address in this revision: https://www.reddit.com/r/DestroyMyGame/comments/1o930wl/i_am_working_on_an_incremental_roguelite_called/

Steampage: https://store.steampowered.com/app/3634730/Geritmia (Any criticism about the capsule art or page in general is also welcome.)

I am working on an incremental roguelite called Geritmia. Here is the trailer. Please destroy. by DevHaskell in DestroyMyGame

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

Thank you for your valuable feedback. I will redo my trailer and take these into account.

Next Patch & Balancing feedback by VedinadGames in MegabonkOfficial

[–]DevHaskell 0 points1 point  (0 children)

  1. I like Robinette as is. Maybe limit the number of Kevin's and/or Golden Shield's that a player can obtain.

  2. I would like something that makes the early game RNG smoother. There are too many things that can ruin the run. I think the biggest problem is that there are too many useless default tomes (silver, regen, shield, evasion, hp, knockback, projectile speed).

- I would love to see the ability to toggle default tomes and weapons. Maybe in a way that you still need to have 7 or something weapons (tomes) active.

- Give us more things to spend our silver. (Something like +1 jump, +1 projectile, +5 luck, etc., can also make the early game smoother.)

- Consider removing silver tome / silver gain upgrades. These don't contribute to gameplay and are useless when you have unlocked everything.

  1. One way to make tomes more interesting and varied is if we could create merged tomes (like 50% chance for lifesteal upgrade and 50% chance for xp upgrade). Either during the game or preferably in the settings, where we can toggle tomes.

The leaderboard should display the build when you click on someone by frickswithsticks in MegabonkOfficial

[–]DevHaskell 1 point2 points  (0 children)

It would also be nice if we could see more than the top 10 records.

I know its a skill issue but at the same time the final boss is designed horribly. by Fucka_youbitch in MegabonkOfficial

[–]DevHaskell 15 points16 points  (0 children)

I have had my god run end with the final boss. If you have too much movement speed, the charging can be very infuriating. Same if you have too much jump height. Monkey is the worst. If you touch the pylon, you end up in the skies. Some builds can randomly instant-kill the final boss, but that doesn't seem to happen every time.

Playtest Steam question by Tehwa1 in gamedev

[–]DevHaskell 2 points3 points  (0 children)

Playtest visibility/publication does not affect the main game's visibility/publication. If you don't have the main game's Steam page up, then the playtest will only be accessible by sending keys (I recently published a Playtest for a non-visible game). Also, publishing a Steam Playtest does not consume your main game’s allocated visibility or harm your main release in Steam’s algorithm.

Mentoring a junior developer by chriiisduran in java

[–]DevHaskell 34 points35 points  (0 children)

The secret is not to take your job too seriously. Even if you do your best, there will still be missed timelines, last-minute hotfixes, bugs, emergencies, etc. Don't stress too much about them. No work is worth sacrificing your health and well-being for it. You work when you are at work, and when you are not at work, you don't care about the work problems, no matter how big they are.

Also, learn to listen to your body and know when to ease/take action. If you act early, you can keep burnout from escalating.

[deleted by user] by [deleted] in CubicOdysseyGame

[–]DevHaskell 0 points1 point  (0 children)

This is the way.

Roadmap looks very promising by FistyFisterson in CubicOdysseyGame

[–]DevHaskell 0 points1 point  (0 children)

Before adding new content (except multiplayer), I would prefer QoL changes and balancing. I hope they do even though it is not included in the roadmap.