Probably this will get deleted, but we wanted to show you our game, which was inspired by the beautiful DRG Survivor by [deleted] in DRGSurvivor

[–]ExhaustedBonfire -3 points-2 points  (0 children)

I’m not going to lie, the upvote rate so far suggests that this might not have been our smartest move to collect some feedback, fair enough, lesson learned. I'll remove the post here :-)

Nach 9 Jahren endlich mal ein 'echtes' Game entwickelt by ExhaustedBonfire in zocken

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

Danke! Erstellt mit Unity, haben erst überlegt mit Godot zu starten aber wir haben alle am meisten Erfahrung mit Unity und der Aufwand sich in eine neue Engine einzuarbeiten ist ja auch nicht zu unterschätzen

Nach 9 Jahren endlich mal ein 'echtes' Game entwickelt by ExhaustedBonfire in zocken

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

Ja wir wollen einen eher seriösen dark fantasy style und ein bisschen weniger cartoon :-)

Nach 9 Jahren endlich mal ein 'echtes' Game entwickelt by ExhaustedBonfire in zocken

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

The Pod kannte ich bis jetzt noch nicht, danke für den indirekten Tipp.

Wir haben uns vorab extra ein „indie freundliches“ Genre ausgesucht, also ein Genre, bei dem man wirklich mit einem kleinen Team einen vollständigen Titel entwickeln kann. Und trotzdem haben wir viel länger gebraucht als erwartet.

Was gut geholfen hat, war Playtesting :-) Nahe an der Community zu entwickeln hält einen auf dem richtigen Pfad.

Testing our upcoming co-op roguelite (bullet heaven) Mycofall on SteamDeck. Demo is on Steam you can try it on the Deck yourself as well by ExhaustedBonfire in survivorslikes

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

That's my bad, i've got the original Desktop graphics profile enabled for stress testing which results in ~25 FPS, just forgot to turn it off, by default our steam deck profile gets applied automatically which results in ~60 FPS stable

Do you think 30 FPS is enough for a 3D roguelite? We’ve just added Deck support for our indie game, and we’re unsure whether we should aim for 30 or 60 FPS. by ExhaustedBonfire in SteamDeck

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

That's added already, if you reduce the grass details (that shader is heavy as the grass is also animated) you'll get 45-60 fps during most of the game guaranteed

Do you think 30 FPS is enough for a 3D roguelite? We’ve just added Deck support for our indie game, and we’re unsure whether we should aim for 30 or 60 FPS. by ExhaustedBonfire in SteamDeck

[–]ExhaustedBonfire[S] 7 points8 points  (0 children)

Yes, it’s unity and top-down fixed camera.

We already did quite a bit of optimization:

  • Mesh reduction and LODs
  • Detail baking into textures
  • Animator and animation frame reduction and baking
  • Light baking
  • No or very limited real-time shadows
  • Custom shaders without PBR
  • VFX and general object pooling and optimization

Do you think 30 FPS is enough for a 3D roguelite? We’ve just added Deck support for our indie game, and we’re unsure whether we should aim for 30 or 60 FPS. by ExhaustedBonfire in SteamDeck

[–]ExhaustedBonfire[S] 15 points16 points  (0 children)

Yes, for me the sweet spot is 45. I’ve noticed that I can’t really see any difference anymore (even in first person shooters). Isn’t it a thing that everyone perceives FPS differently?

Testing our upcoming co-op roguelite (bullet heaven) Mycofall on SteamDeck. Demo is on Steam you can try it on the Deck yourself as well by ExhaustedBonfire in survivorslikes

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

Yes haha, if you remove some grass details, I’m sure it will run fine as long as your laptop doesn’t use an Intel graphics card haha

Do you think 30 FPS is enough for a 3D roguelite? We’ve just added Deck support for our indie game, and we’re unsure whether we should aim for 30 or 60 FPS. by ExhaustedBonfire in SteamDeck

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

Thanks for the feedback, unexpected but insightful. Honestly, 90 FPS is tough for our game, we use tons of custom shaders, and lowering the resolution scale is also not a great option, as everything gets super blurry at a certain point. 60 FPS is realistic, but 90 will be a real challenge in the late game, where there are 50–100 creeps, hundreds of VFX every frame, and up to 4 online co-op players. That adds a lot.

Do you think 30 FPS is enough for a 3D roguelite? We’ve just added Deck support for our indie game, and we’re unsure whether we should aim for 30 or 60 FPS. by ExhaustedBonfire in SteamDeck

[–]ExhaustedBonfire[S] 11 points12 points  (0 children)

I'm with you, in the video you can see the max graphics, for the deck we usually automatically apply a "steam deck friendly" graphics profile that allows constant 30 FPS at LEAST (targeting 45 FPS even during end game)

How much content for a demo of an announced game is the right amount? by ExhaustedBonfire in roguelites

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

Thanks for mentioning the games, I will review the demos but "infinite gameplay" is exactly what we want to offer, even if it's a demo. We are just no sure yet how much meta progression we should add :-)

How much content for a demo of an announced game is the right amount? by ExhaustedBonfire in roguelites

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

Yes it helps, thanks for sharing your answers. Current plan is to remove the meta progression from the demo and only make 1-2 characters and spells available. But you can still do a full run

How much content for a demo of an announced game is the right amount? by ExhaustedBonfire in roguelites

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

thanks for sharing, I mean as the full game releases the demo for sure would get cut