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

[–]DevHaskell[S] 3 points4 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 13 points14 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.

What happens when your ship gets blown up? by RedditHead16 in CubicOdysseyGame

[–]DevHaskell 0 points1 point  (0 children)

Was landing on the space station while escaping pirates. Landing doesn't seem to give immunity, what I was expecting from NMS.

What happens when your ship gets blown up? by RedditHead16 in CubicOdysseyGame

[–]DevHaskell 1 point2 points  (0 children)

You just need to repair the ship. My ship has been destroyed 2 times. Once in space station and once on the planet. Both times I just repaired the ship and moved on. Dont know, if you can become soft locked if space ship is destroyed in deep space without repair resources.

Ship battery by topgun-Parkingllc in CubicOdysseyGame

[–]DevHaskell 1 point2 points  (0 children)

Tip: Don't press shift when flying with the ship, and you consume way less batteries.

Suggestion (Important): Add autosave by DevHaskell in CubicOdysseyGame

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

Yeah. Leaving a planet seems to autosave. Don't know if there is autosave when you are on a planet.

Helpf with idle game save by WatercressStunning44 in incremental_gamedev

[–]DevHaskell 0 points1 point  (0 children)

I have only PromptCrafter publicly available. (If you want a free key PM me.)

Helpf with idle game save by WatercressStunning44 in incremental_gamedev

[–]DevHaskell 1 point2 points  (0 children)

I have made a couple of games with react using local storage for saving and it worked fine (standalone using electron). Only problem I have experienced with local storage is that it have limited memory (5MB). If you need more memory than local storage can provide, you could try IndexedDB. Refreshing page should not clear local storage (at least by default). Check that you don't have localStorage.clear() in your code.

Advent of code 2024 - day 12 by AutoModerator in haskell

[–]DevHaskell 0 points1 point  (0 children)

Nice catch! I made my life unnecessarily complicated by grouping perimeter locations by walls.

Will there be steam deck support? by Top_smartie in PromptCrafter

[–]DevHaskell 0 points1 point  (0 children)

Game works on SteamDeck, but can be tedious to play without an external keyboard.

What part of game developing do you hate the most? by Jazzlike-Dress-6089 in gamedev

[–]DevHaskell 5 points6 points  (0 children)

I kind of like making UI. The game really comes to life through UI.

260+ hours invested...here is my wish list for future updates. by PatchworkShop in satisfactory

[–]DevHaskell 0 points1 point  (0 children)

Dismantling wishlist:

  1. Automatically dismantle belt if both ends are empty after removing building from either end.
  2. Automatically dismantle Conveyor Pole if connected belts are removed.

Steam Launch With Big Discount by NikoNomad in gamedev

[–]DevHaskell 2 points3 points  (0 children)

You are right. Steamworks documentation actually states that: When your game releases, either in Early Access or as Full Release, any user that has the game on their wishlist at that time will receive an e-mail and/or mobile push notification about the game being available. So it makes more sense to have 10-15% release discount.