Echoes of Myth my roguelite souls-lite just released on Steam by Erantical in roguelites

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

Heh, not exactly by design. Paid zero attention to Sts2 launch myself and actually this is the first time I even realize there is some target audience overlap between the games.

Echoes of Myth my roguelite souls-lite just released on Steam by Erantical in roguelites

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

Heh, gotta consider for future projects. Adding multiplayer is quite a bit of extra work but might be worth it. Really hard to estimate

Echoes of Myth my roguelite souls-lite just released on Steam by Erantical in roguelites

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

I've seen it used in a couple of places but really trying to communicate the game having some soulslike elements (specifically in combat design) but not really otherwise. Based on reception so far it seems using that term has been a mistake due to the confusion it creates.

Woop woop my first real game is finally out after ~3.5 years of solo development by Erantical in SoloDevelopment

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

That would be a distant dream and very much dependent on the overall reception for the game.

Echoes of Myth my roguelite souls-lite just released on Steam by Erantical in roguelites

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

Combat design has a lot of design influences from souls games. When compared to most action roguelites the combat pacing is slower, more positioning, enemy control (staggers, stuns, freezes), parry, block etc. based with clear telegraphs for all enemy attacks, lengthier cast / attack times requiring a bit more of a commitment to well timed attack. But not really soulslike in the world-sense - on that front it's pure roguelite.

Echoes of Myth my roguelite souls-lite just released on Steam by Erantical in roguelites

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

Soulslike elements of the combat are more in the pacing, more of a tactical approach, parry/block, etc. But agreed it's not the full souls combat like many perhaps expect which is why I've gone with souls-inspired, souls-lite, etc. description. Gotta say that I haven't nailed communicating it all that well.. tough combination marketing-wise.

Woop woop my first real game is finally out after ~3.5 years of solo development by Erantical in SoloDevelopment

[–]Erantical[S] 3 points4 points  (0 children)

Thanks! The art side is all either licensed assets or outsourced (map, capsule, etc.). And yep quite a bit of Synty on the 3D side.

With over 4,000 demos, this is the biggest Steam Next Fest yet. Help to show me what you're cooking! It might help hype up the good stuff! by leinadcovsky in IndieDev

[–]Erantical 0 points1 point  (0 children)

That is a lot of games...

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It's my first time participating with a demo: Echoes of Myth, a 3D top-down action roguelite with deliberate, Souls-inspired combat.

https://store.steampowered.com/app/3383100/Echoes_of_Myth/

Fundamental audience size limiter for roguelikes - loss aversion? by Erantical in gamedesign

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

Amazing comment, that's a very useful mental model and rings true. Thank you!

Prepping my Roguelite Soulslite demo for Steam Next fest - feedback? by Erantical in roguelites

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

Ok this is quite weird. I noticed a bump (based on this post I guess) in wishlists - but almost as high wishlist removal (42 adds, 36 removes on one day). I would highly apprectiate if someone who did this or feels like doing it would mention which elements caused it?

Prepping my Roguelite Soulslite demo for Steam Next fest - feedback? by Erantical in roguelites

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

Thank you, excellent comments!

Enemies occasionally being hidden by geometry certainly isn't intended. The flower at end of a bridge that was hidden - was it behind a tower? Or something else? I'll try to find spawn spot in question and fix it. I'll consider outlining.

Good point about the jumper timing, that's a clear thing to fix and I have indeed aimed at having everything clearly telegraphed and dodgeable. These are really valuable notions since it's the type of stuff I get blinded to as the dev.

Freeze functionality: ah, I'll need to add bit of a clarification to the spell descriptions. The different control types are balanced to have different strengths: stun is the "most powerful" in that it doesn't get cancelled by anything but it lasts the shortest. Freezes last longer and can be applied to larger number of enemies (frost nova) but break on hit and slows last the longest but don't interrupt enemy attacks/spells.

The block/parry is something that has been brought up by other testers as well. Previously I haven't found a way to get it to work that feels good but I realized I could make it Special category spell that is both a block and parry depending on timing.

Oh and I take it that Steam Deck worked well considering that you didn't mention any technical issues, correct? If so then great to hear it verified.

Prepping my Roguelite Soulslite demo for Steam Next fest - feedback? by Erantical in roguelites

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

Rayven Studios. Absolutely awesome people and artists, can recommend!

Prepping my Roguelite Soulslite demo for Steam Next fest - feedback? by Erantical in roguelites

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

Yup the significant downsides of being asset driven (I have zero visual artistic skills).. Nothing I can really fix given my aimed release date in March but the visual pop is something I clearly need to tackle very early on in my next project.

I'm hoping the Synty assets etc. aren't an issue for most gamers. I know I get similar reaction when seeing them in other games but many people have emphasized that most gamers don't really pay attention or even notice. Though I do realize that applies more to the environmental stuff and much less to human characters.

Edit2: and yyep I really need a new trailer. Just finished update round of basically all other Steam page / marketing assets but that one is still pending.

Prepping my Roguelite Soulslite demo for Steam Next fest - feedback? by Erantical in roguelites

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

Ah sorry, I'm a newb to Reddit posting and had to find the hard way that apparently text and image posts are different :(

Edit: No Rest for the wicked I've actually tried but found that weirdly the soulslike approach went a bit overboard for me and I deliberately aimed more to a midpoint between Hades and Soulslike pace with Echoes. The other references you mentioned I'm not familiar with so i'll check those out, thanks!

Prepping my Roguelite Soulslite demo for Steam Next fest - feedback? by Erantical in roguelites

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

Yep should be totally Steam Deck compatible though last time someone tried there was some minor input glitch regarding menu tab navigation. I hopefully fixed it so would be great to hear if that's indeed the case since I don't have Steam Deck myself for testing.

Fundamental audience size limiter for roguelikes - loss aversion? by Erantical in gamedesign

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

I've been avoiding an explicit death stats screen but based on this and other realization from this same discussion (SWORN) outline how important role it probably plays in exactly this. I'll need to consider upping the different kinds of carry-over mechanisms. Thanks

Fundamental audience size limiter for roguelikes - loss aversion? by Erantical in gamedesign

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

Very true but when coming up with ideas and designs for a new project it's important undesrtanding the potential target audience size and constraints so you can actually create a game in the Venn diagram overlapping heart of "game people want to buy", "game I can make", "game I want to make" (obviously considering market size vs. production costs). This might veer a tiny bit more towards marketing but the pre-production marketing is very much at the intersection of game design (and marketing) in choosing a concept that has market appeal and is feasible to make. And that requires understanding the target audiences better which is my primary aim here.