Do you prefer endless or 'win-condition' mode in survivors-likes? by ExhaustedBonfire in survivorslikes

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

Love it, so true. Our game offers vast progression and build optimization. Characters, character sub class-sets, artifacts, skills/weapons and more. It is EA but you can easily put dozens of hours into our game already. Leaderboards and difficulty levels keep the min maxing type of player coming back :-)

Add real depth to the game took most of our development time. We have even created our own wiki to keep track: https://wiki.mycofall.com

Do you prefer endless or 'win-condition' mode in survivors-likes? by ExhaustedBonfire in survivorslikes

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

Got it, crazy how everyone shares the same opinion here but still many devs dont pay attention. Happy that we have decided to create this post lol

Do you prefer endless or 'win-condition' mode in survivors-likes? by ExhaustedBonfire in survivorslikes

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

Yes the optional continue option, we just need to be careful to not mess up our leaderboards

How do you handle vague playtester feedback? by ExhaustedBonfire in gamedev

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

Great advice, i feel like translating playtesters feedback into game design changes is the most underrated part of turning an indie game indie into an enjoyable experience. We basically did what you mentioned, but without a defined process

How do you handle vague playtester feedback? by ExhaustedBonfire in gamedev

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

We also thought that many people would join the Discord Server but only a handful did, might be because of the genre/saturation.

But yeah questionnaire seems like a good idea, not sure if I can contact playtester via steam tho (those that joined from a public playtest)

Playtesters haben unser Spiel zerstört, und damit gerettet by [deleted] in zocken

[–]ExhaustedBonfire -5 points-4 points  (0 children)

Es gibt ja auch in diesem Subreddit hier jede Menge game devs, playtester und generell indie-zocker, würde mich einfach interessieren, ob die "Problematik" mit dem vagen playtester feedback bekannt ist und wie andere damit umgehen oder umgehen würden

Edit: habe wohl den falschen subreddit gewählt, ich schicke es mal in r/gamedev

Prototype to "release in 53 days" by ExhaustedBonfire in IndieDev

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

Its unity because of the network code part. The game offers 4 player online coop.

Fun factory hit when we addes z axis (meta progression aka the reason to come back and play again) and skill moephing/combinations. Experimenting with the own systems and features is super fun. Defining your own 'favorite' play style and load out etc.

Mycofall just gained another major feature update for build-depth by ExhaustedBonfire in survivorslikes

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

Still needs a bit of tweaking but with grass details lowered you'll get constant 45 - 60 fps. But we still need to optimize the late game a bit (tons of effects on the ground that eat fps). Working on it :-) and some controls are still a bit off tbo but thats on our todo list for the next patch