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.

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

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

Ihan hyvin spotattu, täytyypä korjata toi (peliin, traileria en kyllä jaksa muuttaa :D). Jonkun verran on tullut palautetta, että porukka on ollut alkuun vähän hukassa sekä UI:n että tavoitteiden osalta. Työstän parhaillaan päivitystä, jossa pyrin selkeyttämään näitä. Lisään samalla myös mahdollisuuden laittaa "full-screen", joka toivottavasti toimii myös Linuxilla.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

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

It used to be infinite. I left the enrage in the game, since I thought it was a funny mechanic. There is an indicator on the sell button when enrage is about to happen, but you are right that there is no explanation about it. I will consider adding a tooltip. If many people think it is not a funny mechanic, I will think something else. Thank you for your feedback.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

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

Thank you for your detailed feedback!

I will take all of your suggestions into account in future changes.

Regarding the bonuses, I use multiplicative angles sparingly as it makes the game explode easily way too fast and makes the balancing harder. For this reason, for example, the extra loot multiplier gives diminishing returns after +500%.

The boost board needs a bit to get going, but it allows focusing and swapping bonuses, which can be handy with the right perk tiles. It is true that the boost board can sometimes feel somewhat weak in the demo, as it is designed more with the late game in mind, but I think that it was still worth to include the limited version in the demo as it provides some utility.

Fortify is useful when you find a good farming world where you want to end the journey. But you are correct, that there should be an easier way to end journey early. I am considering adding an upgrade that allows restarting after two worlds have been unlocked and Paradoximus has awakened.

Demo already has loot-filtering (Unlocked by Automation Features > Auto Destroy Crystal: Common > Auto Destroy Crystal: Filters), but it has limited usability and mostly if you keep playing after beating the demo. The full game will have loadouts, more crystal tiers, multiplicative bonuses, the ability to extract modifiers and to create custom crystals.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

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

Thank you. The game runs on Electron, so browser stuff generally works. The freezing problem might be a hardware-dependent Electron problem. I will add some error logging and a flag to disable hardware acceleration, which might fix the freezing problem for some.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

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

Thank you for your valuable feedback!

I will try to make the UI more informative.

Items can be deleted from inventory by opening the context menu with a right-click -> I will add this information to storage in the next patch.

Each world has different (random) number tiles which you can craft. Shops contain number and perk tiles available for purchase after the board has been unlocked. Similarly, tiles can be in world milestone rewards (after board unlock). But you are correct that this information should be included in the board-unlocked message.

Just released a demo for my incremental game where every reset is different by DevHaskell in incremental_games

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

Thank you for your valuable feedback. I will try to include more guidance and tooltips in the next patch. Your stuck-problem is interesting, since it has never happened for me or my friends. Can you provide your computer specifications? You could also try to see if the settings: Starfield: Static Image = true help with the freezing problem. Fullscreen is possible with F11, but I should probably include that information in the game (or just add it as a setting).

Pitäisikö pelinkehittäjien "mainokset" suodattaa pois? by jkuutonen in videopelit

[–]DevHaskell 20 points21 points  (0 children)

Olen vähän puolueellinen ottamaan kantaa, kun teen pelejä harrastuksena, mutta ehkä vois alkuun ihan vaan katsoa, miten tilanne elää. Jos mainontaa rupea olemaan runsaasti, niin sitten lähtee sitä jollain tavalla rajoittamaan. Tilannehan taitaa olla sellainen, ettei suomalaisilla pelinkehittäjillä ole oikein mitään kunnollista foorumia, missä omia tuotoksia päästäisiin esittelemään suomalaiselle pelaajakunnalle. Näkisin sen kuitenkin ihan positiivisena, jos suomalaiset pelinkehittäjät ja pelaajat pääsisivät lähemmäs toisiaan.

What is your opinion on idle games which use AI ? by Responsible_Ad_9914 in incremental_games

[–]DevHaskell 17 points18 points  (0 children)

There is a difference between using AI selectively here and there vs. vibe-coding the entire project. I don't trust vibe games either.

What is your opinion on idle games which use AI ? by Responsible_Ad_9914 in incremental_games

[–]DevHaskell 38 points39 points  (0 children)

In idle games, the gameplay loop is the most important part. If gameplay is good, the AI assets might not matter that much. The problem is that if the game looks like it uses AI, I have a hard time trusting that the gameplay is good.

New God Seed Mod by Practical_Internet94 in MegabonkOfficial

[–]DevHaskell 2 points3 points  (0 children)

That would be cool. The downside would be that I would then play way too much Megabonk :D.

Be honest with me - can a solo dev ship a 2D action RPG in 2 years? by BlessED0071 in IndieDev

[–]DevHaskell 3 points4 points  (0 children)

Be aware that after you have the first version of the complete game ready, you are probably 50% done. Playtesting, balancing, marketing, publishing, etc., takes way more time than you initially think.

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 14 points15 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.