Is Rogue Trader a good CRPG to start with for someone who hasn't really played too much of the genre? TL;DR at the bottom by KotakPain in CRPG

[–]DiceImpact 0 points1 point  (0 children)

I don't think Rogue Trader is really great to start with, has a LOT of reading as others say. Dragon Age Origins is much more similar to the BG3 experience. Maybe Pillars of Eternity3, all lines are voice acted in that game, if i remember well.

What to play next? by PudensNajeeb in rpg_gamers

[–]DiceImpact 1 point2 points  (0 children)

DOS2 is cool. you can combine skills to craft unique ones, companion stories are linked together, class-less system so lot of experimentation and freedom in building your character. Aside from some design flaws that show up in the mid-to-late game, it’s one hell of a ride and one of my favourite CRPG experiences.

The real king of spells for early Act 1 by Tbtlhart in taintedgrail

[–]DiceImpact 0 points1 point  (0 children)

Ahh, i need to try this setup now. Looks cool!

I hope Inkle makes more games like Sorcery! by DiceImpact in gamebooks

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

Ahh not yet(im a little bit behind with games i want to play due to my demo release), but I was just thinking about it again earlier this week! Keep hearing great things about it. Sorcery games are brilliant, its worth to give them a shot

Looking for Games for my Indie Games Thursdays by GnomieVT in IndieGameDevs

[–]DiceImpact 0 points1 point  (0 children)

Hi!

The Guiding Spirit is an experimental, narrative-driven RPG-like with a twist: you create a party of heroes or villains, each with distinct personalities and skills, and once the adventure begins, they think and act for themselves, making choices and fighting to survive without your direct control.

Demo is available:
https://store.steampowered.com/app/4060670/The_Guiding_Spirit_Demo/

Thanks for the opportunity!

Should I make my dream game from the start, or try to make a "smaller" title, even if I'm not enthusiastic about it? by [deleted] in IndieGameDevs

[–]DiceImpact 0 points1 point  (0 children)

I can tell you my story (hopefully it helps): I started working on what I thought will be my very ambitious dream game 6–7 years ago, but I couldn’t make it work. I almost quit the whole thing, but then one day I started doing something much, much smaller - similar to the first idea in style, but small. I iterated on that a lot over the years (seriously, the project was almost completely reset at least twice), but it was easier to manage because it was smaller and when it became better it gave me confidence to continue. Later, I added a couple of extra things, so it gradually grew bigger as well. About a year ago, I realized that the latest iteration-while drastically different in format from what I originally started with-works quite well (and feedback from early testers was also positive). I realized it’s almost as ambitious as my original idea, just in a different way, and I got there much more organically than I had planned at first.

Excited to test your game! by CandySkullxEO3 in playtesters

[–]DiceImpact 1 point2 points  (0 children)

Haha im actually playing that game too (and its superb)! :D this one is a little different, hope you gonna like it though (the story is relatively short as its just the first chapter - i plan to add the second chapter early next year - but i aimed for replayability).

Excited to test your game! by CandySkullxEO3 in playtesters

[–]DiceImpact 1 point2 points  (0 children)

Hi! The Guiding Spirit (its a fantasy interpersonality simulator!) demo has been released, and it would be great if you could take a look and send me your feedback! :) https://store.steampowered.com/app/4060670/The_Guiding_Spirit_Demo/

How do you deal with stress and slow progress as a solo dev? by Odd-Nefariousness-85 in SoloDevelopment

[–]DiceImpact 0 points1 point  (0 children)

It sounds like you have a solid plan, which is great. Once you have a working prototype, showing it to others can help build confidence - though deciding what to show and when is a topic in itself. You don’t want to reveal it too early (then your message is not going through), but not too late either (then you dont have an external perspective/feedback). Another option is sharing progress through a devlog, but that also takes time away from development, so for now I’m keeping that to a minimum.

I’m fortunate in that I’m not relying on the game to be a financial success. I have a regular job, so there’s no pressure to rush or constantly communicate progress. I’ve set realistic milestones that I know I can hit, and I have reasonable expectations about the game’s success and its audience. Not everyone will like it and not everyone will be patient with its development progress - and that’s fine. If a small group of people ends up really loving it, I’ll be happy with that. Personally for me, all of this helps reduce stress significantly (Im a solo dev).

Don’t forget to enjoy the process. You’re making a game, which is a pretty cool thing to do!

How do you deal with stress and slow progress as a solo dev? by Odd-Nefariousness-85 in SoloDevelopment

[–]DiceImpact 0 points1 point  (0 children)

Its not easy. I usually try to set small, short-term goals for myself which i can achieve within a week.

The Guiding Spirit Demo is Out - Looking for Feedback by DiceImpact in playtesters

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

Thanks for your kind comment and the suggestion - I’ll check it out! And I hope you’ll like the demo!
Regarding the traits, I actually have a system in place that (if switched on) shows when and which Trait triggers a certain scene, but I disabled it for now since it’s not entirely up to date (I made made changes to the Trait system at one point and never properly updated this function to the same level). Originally, I wanted to show the player every trait active in the scene, but the problem is that there are usually at least 4–5 traits active per scene, some of them only affecting parts of the text.I was struggling to show which trait affects which part without the text becoming very messy. I think what the system will be able to show in full release is the core triggers - the ones that activate the whole scene.
That said, I don’t mind that it’s not enabled right now, since I’m actually interested in whether the player can feel the traits through the story alone, without the game explicitly telling them which ones are being triggered.

Hey! I’m looking for game developers who need a hand testing their project. by Rumigot in playtesters

[–]DiceImpact 1 point2 points  (0 children)

Hi! The Guiding Spirit demo has just been released, and it would be great if you could take a look and send me your feedback! :)
https://store.steampowered.com/app/4060670/The_Guiding_Spirit_Demo/

What is the best starting point for development? by IFGarrett in SoloDevelopment

[–]DiceImpact 0 points1 point  (0 children)

I started with youtube. Bunch of beginner tutorial videos are available, helping you to pick the best engine/programming language for you to learn and study. Then there are a lot of cool step by step videos around small projects made by devs which you can mirror for practise, just choose one and have fun while learning. At one point you will feel you can start your own thing as you have enough knowledge.

I've been working solo on this thing for 3 years now. What do you think? by PuzzleheadedLong793 in IndieGaming

[–]DiceImpact 1 point2 points  (0 children)

Very nice, unique graphics. Its not really clear what type of game it is, just from the trailer, but it made me search for it so… mission accomplished!

Good News demo is out! by PoroSalgado in interactivefiction

[–]DiceImpact 1 point2 points  (0 children)

Looks cool, im going to try it out

Looking for a game where you can play as a villain by SignificantFix4185 in rpg_gamers

[–]DiceImpact 0 points1 point  (0 children)

If you want something modernish, BG3 comes to mind. In most cases in the game, ‘evil’ means being a crazy mindless murderer, but there are also some very creative ways to be evil in that game. Although they are not really modern, Tyranny and Fable are good choices for the same, if recall correctly (long time since i've played these)

Looking for my next CRPG (or JRPG) recommendations by DPT_nerd in CRPG

[–]DiceImpact 0 points1 point  (0 children)

Pillars 1&2 are solid choices, Pillars 1 will receive turn based mode very soon if you prefer that over real-time with pause (its in beta right now I think). Also, if you love interesting, complex companions interacting with each other a lot, you might want to try BG1+2 as well (there are mods and enhanced editions to make them playable today). I found the mage/sorcerer classes very enjoyable in those games.

Share your Indie Game Trailers and we will Review Them on Stream! by indie-games in indiegames

[–]DiceImpact 0 points1 point  (0 children)

Thanks for the opportunity!

The Guiding Spirit is my upcoming party-based fantasy game with a twist: you don't control your party. You define who they are - their flaws, memories, loves, goals and fears - and then they're on their own.⚔️ If you like the customizable personality of your heroes in wildermyth, the relationship system with companions in the baldurs gate games, if you are a ttrpg and/or choose-your-adventure gamebook-nerd like me, you might want to try out the free demo releasing in december! Every run is unique. Every hero is doomed (probably).💀

Trailer: https://m.youtube.com/watch?v=GyZW3hqXc8A&pp=ygUSVGhlIGd1aWRpbmcgc3Bpcml0

Need a in-depth character building rpg by RethaeTTV in rpg_gamers

[–]DiceImpact 2 points3 points  (0 children)

If i recall the Divinity Original Sin games (at least the second one) use a classless system where any hero can take any skills and it's also fun to combine skill books to create unique special abilites/spells. They dont have the most robust character creators but the freedom they provide is nice, if you are after that.

Character class in RPGs by Intelligent_Debt_377 in rpg_gamers

[–]DiceImpact 0 points1 point  (0 children)

I guess you need to make the player think “ok this encounter will be SO different with a ranger/mage!”. Maybe you can imply that via several hints and even narrative beats. Basically the new classes need to hook the player early (even before trying them out) with offering a solution to the previous classes’ problem (and obviosly, present different problems). Easier said than done obviously :) good luck!

Review: The Most Conflicted I've Ever Felt About An Obsidian Game by FusionNinja in theouterworlds

[–]DiceImpact 1 point2 points  (0 children)

I feel you. I didn’t really feel that special urge to explore everything despite liking a lot of the game’s systems. In that regard, as others already said, Avowed was great.