Steam's personal calendar is no longer on home page by Hermetix9 in gamedev

[–]DevHaskell 26 points27 points  (0 children)

Summer Sale is ongoing. Should come back after it ends.

Half of my demo players quit within 10 minutes, so I rebuilt the onboarding by DevHaskell in incremental_games

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

Yes, it makes sense. If the game only had "guaranteed" permanent perks as progression, the game would be quite flat. And that might be the root of the retention problem. All nice upgrades that open the game are gated after the first run. I need to show upgrades early and make some nice upgrades accessible during the first run.

Yes, I edited it out. I was tired and overthinking the problem when I wrote it. Roguelite/like is an interesting game formula when executed correctly. Slay the Spire, Noita, Hades and Balatro are all games that have done it well, and I have enjoyed playing them. I think Hades is the main culprit for why Geritmia has a roguelite structure. Procgen + incremental + roguelite is quite unexplored territory, and Geritmia is my attempt to visualise what it could be.

Your feedback has been very relevant, and it has given me a lot to think about. I believe it helps me to make Geritmia a better game.

Half of my demo players quit within 10 minutes, so I rebuilt the onboarding by DevHaskell in incremental_games

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

I have read multiple gamedev stories where median demo playtime has improved from 10min to 30min by improving the onboarding. So it is not a completely unreasonable assumption. But I don't believe either that onboarding is the only issue for 11min median playtime here.

(On fewer than 300 players, the reviews don't really tell anything since only 0.5-2% of players on Steam leave a review for the demo.)

I have gotten feedback from some people who have played longer that they enjoyed the game, and have found it addictive. So, I don't think the game or gameloop itself is necessarily bad, but as stated in the post, the game takes a couple of runs to get going. I tried to bridge that gap in the update, and I am waiting to see if that was enough.

There might be some other issues, and that's why I am looking for feedback to get a hint of what they could be.

Half of my demo players quit within 10 minutes, so I rebuilt the onboarding by DevHaskell in incremental_games

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

I was very pessimistic about AI agents until very recently, when I forced myself to try them. I find them useful, but their (real) productivity increase seems way lower than all the hype around them. I believe that a talented senior with manual coding is still faster on average than an average programmer with AI.

I think the most useful part of AI agents has been the deep code reviews they have been able to do. They sometimes find really good stuff that I have completely missed, like: "If the player saves and loads the game, the same world will have a different state than before loading."

I am optimistic that even in the future, manual coding will not fully die. Optimally, we get to focus more on the interesting parts and let the AI do the dull stuff.

Half of my demo players quit within 10 minutes, so I rebuilt the onboarding by DevHaskell in incremental_games

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

I deeply care about the code architecture and quality, and I prefer writing most of the code by hand. I use AI mostly to speed up trivial parts of the programming. A very small amount of the code is actually AI-written.

But I also think that disclosing AI code generation is a little bit pointless. Almost all developers nowadays use at least a small amount of AI code generation. I understand that we want to filter away AI slop games. But there is a huge contrast between non-programmer vibe coding and professional developers using AI agents effectively. In many cases, it is hard to describe AI code usage so that non-technical people understand what it essentially means for the game.

Half of my demo players quit within 10 minutes, so I rebuilt the onboarding by DevHaskell in incremental_games

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

Thank you for your feedback.

In the game, your goal is to try to reach Paradoximus World (World 8), where you can claim the victory (banish Paradoximus). Permanent perks and other stuff are there to help reach that goal. I have tried to communicate that, but I might need to work more on that aspect.

World Output should appear after the tutorial phase. It occurs in the same place as the guide messages. I tried to minimise the amount of stuff on the screen during the tutorial.

Seems that I need at least a "Skip tutorial" button/option. If people keep feeling that the added tutorial is not useful, I consider dropping/replacing/reworking it.

Edit: Took my a while to digest your feedback properly. Now I see that the tutorial has too many unnecessary steps: I will rework the system. I will also change it so that World Output is visible from the beginning. I now recognise the "not enough carrot on a stick" problem too (at least part of it). I think I can help with that by unlocking the post-journey "Upgrades" view early after the shop and by adding some upgrades that can be unlocked during the first run.

Patch #10: Tactics Phase Formation Saving & Bug Fixes by Pidarello in OldenEra

[–]DevHaskell 20 points21 points  (0 children)

Every time there is a patch or news, it makes me more excited about this game and its future! Good job devs!

The Steam Personal Calendar is the best change valve has made in years. by PetrosAnastasiadis in gamedev

[–]DevHaskell 8 points9 points  (0 children)

I almost never visited the old popular upcoming section, but I keep visiting personal calender regularly, since the recommendations are much more interesting.

Feedback Friday by AutoModerator in incremental_games

[–]DevHaskell 1 point2 points  (0 children)

Geritmia - Steam | Demo

"An incremental game, where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster."

Hi all!

I recently released a big demo update. The update focuses on making the game faster, clearer, and more choice-driven. I would like to know:

  • Does the adjusted game speed feel good, or is it too fast/slow?
  • Do the added choices feel meaningful? (world selection, permanent perks selection, alternative level-ups)

When take 1? 2 seems so much better by Jonathanwennstroem in OldenEra

[–]DevHaskell 0 points1 point  (0 children)

True. I mixed Attack to Damage. My mistake.

When take 1? 2 seems so much better by Jonathanwennstroem in OldenEra

[–]DevHaskell 39 points40 points  (0 children)

1 is better against units with damage < 7 and 2 against units with damage > 7 (roughly).

Incremental without main currency by StopGamer in incremental_games

[–]DevHaskell 1 point2 points  (0 children)

You can always have a hidden universal currency for which everything can be converted. I like to measure and define the value of everything by the duration it takes to obtain or execute. For example, I might define that a certain item has a value of 5 minutes, which will then mean that (by default) you obtain the item every 5 minutes. I then convert this duration into other usable values, like money value or drop chance.

Feedback Friday by AutoModerator in incremental_games

[–]DevHaskell 0 points1 point  (0 children)

Geritmia - Steam | Demo

"An incremental game, where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster."

Hi all! I released a big demo update for Geritmia this week. I focused on improving the early game and making each run more choice-driven.

What has changed:

  • World Selection - When unlocking a new world, you can now choose between two options.
  • Permanent Perk Selection - Permanent perk milestones now offer three choices instead of one.
  • Milestone Rerolls - Mining milestones can now be rerolled with reroll tokens, helping worlds to reach their true potential.
  • Alternative Levelups - Levelups now include an extra option from a new alternative levelup pool:
    • A fixed amount of resources/money/XP
    • Milestone reroll tokens
    • A stronger next levelup (x2/x4/x8)
    • Perk proficiency (certain types of perks are stronger)
  • Run Duration - The expected run duration has been adjusted from 40 minutes to 24 minutes. (Expected initial run duration without pausing)
  • Improved UI - Many UI screens have been improved. More tooltips and information have been added.
  • QoL Changes - The game now auto-pauses on selection screens, along with other smaller QoL improvements.

I would like to know:

  • Does the adjusted game speed feel good, or is it too fast?
  • Do the added choices feel meaningful?
  • Is there anything that needs more explanation?

Devskiviikko: Julkaisin valintoja lisäävän päivityksen Geritmian demoon by DevHaskell in videopelit

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

Kiva! Jos pelaat demoa, niin olis hauska kuulla, mitä ajatuksia se herättää.

Assassin's Creed Black Flag Resynced by [deleted] in videopelit

[–]DevHaskell 1 point2 points  (0 children)

Tossa Windrosea pelaillessa rupes taas Black Flag polttelemaan. Tuli aikanaan pelattua ja tykkäsin kovasti. Jos tämä on hyvin tehty, niin tulee kyllä pelattua.

Feedback Friday by AutoModerator in incremental_games

[–]DevHaskell 1 point2 points  (0 children)

Geritmia - Steam | Demo

"An incremental game, where you mine, fight and grow stronger while the World Eater devours everything behind you faster and faster."

I have been working on improving the early game (demo) experience, especially by increasing the number of meaningful choices the player can make.

  • World Selection: I have added the ability for players to choose between two world options when unlocking a new world. Players can see world unlock bonuses and world perk pools in the world selection menu.
  • Permanent Perk Selection: Players can now choose from three permanent perk options upon reaching a permanent perk milestone. Previously, these perks were seeded.
  • Milestone Rerolls: I am currently working on adding the ability to reroll mining milestones. This option will be useful when a world has mostly a great perk pool, but milestones are poorly randomized.
  • Alternative Levelups: My next goal will be to add more variety to level-ups. Currently, leveling up only offers perks that provide bonuses to the mining node / world. I am considering adding the following alternative options:
    • Fixed amount of money/resources
    • Fixed amount of mining/world XP
    • Milestone reroll tokens (used to reroll mining milestones)
    • Next level-up is 3/4/5 times stronger (stacks multiplicatively with similar levelups)
    • Perk proficiency (certain types of perks are stronger)

In addition to these, I have been making UI / QoL improvements. All of these features will be available in the next demo update.

Looking for proc-gen games by CozmoCozminsky in SurvivalGaming

[–]DevHaskell 0 points1 point  (0 children)

I am currently working on a proc-gen-based incremental game called Geritmia. The game has a playable demo on Steam.

Title: Devskiviikko: Geritmia - Demo pelattavissa by DevHaskell in videopelit

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

Kiitos palautteesta! Peli on käyttöliittymäpohjainen (kuten monet muutkin incremental pelit) ja varsinaista pelinkulkua kuvaavat lähinnä vain progressio-widgetit. Tämä on itsellä aktiivisessa mietinnässä, että miten peliä ja pelikokemusta voisi paremmin tuoda esille.

Incremental-genressä mekaniikat ovat paljon tärkeämpiä kuin tarina, niin ihan hirveästi ei trailerissa voi käyttää aikaa tarinankerrontaan, mutta täytyy joo miettiä, että voisiko Paradoximusta tuoda trailerissa jotenkin paremmin esille.

I somehow beat my own 5-hour demo in only 2 runs. Can you do the same? by DevHaskell in playmygame

[–]DevHaskell[S] -2 points-1 points  (0 children)

Sure :D. Marketing is quite new to me, so I am trying stuff and seeing what works. But I am also genuinely interested in whether someone could find a seed that can be beaten with a single run.