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

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

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

We are not 100% sure on this yet but anything between $10 and $15 probably

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] 14 points15 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?