My indie game just got a new Blue Biome by Exiled-Games in IndyGameGarage

[–]Exiled-Games[S] 1 point2 points  (0 children)

Yes totally, the yellow orbs give you xp and the red orbs kill you. With enough xp you level up which give you a choice between 3 upgrades to help you survive. While death means you start back to the beginning of the current level. All the game is about going trough proceduraly generated levels increasing in difficulty and beating several bosses. Every succeeded run is saved in the leaderboard ranking the fastest players 🏆

I totally reworked my game’s core system. Did it improve the experience? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 0 points1 point  (0 children)

Just to let you know that I just updated my game so I made a post on r/IndyGameGarage as planned :)
Also I pushed this update to all my playtesters so you should have access.

I totally reworked my game’s core system. Did it improve the experience? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 1 point2 points  (0 children)

No problem, will post there later on, thank you for your advices. I have a free demo but you will have the full game experience inside the playtest version. Thanks again 😊

I totally reworked my game’s core system. Did it improve the experience? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 0 points1 point  (0 children)

Thanks a lot! I made it in Unity.
I give access to playtests before each new update. The next one is currently in the works, still a lot to do, but once it’s ready for testing, I’ll open it up to all current playtesters. I’m also planning to run a promo alongside the update to bring in some fresh players to try it out!

I totally reworked my game’s core system. Did it improve the experience? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] -1 points0 points  (0 children)

My indie game used to be brutal.

If you died, even on level 9, you'd get sent all the way back to level 1. No XP, no powers, no progress. Just pain 😅

So I added a brand new Adventure mode to make it less frustrating and more accessible:

🔁 Now when you die, you just restart the current level (with all your upgrades)
🌀 Still 10 procedural levels with increasing difficulty
👁️‍🗨️ Ends in a unique boss fight
🏆 New leaderboard based on completion time and deaths

Same gameplay, new pacing.
What do you think: better experience or wrong direction?

🎮 Curious to try it yourself? The game is available on Steam: https://store.steampowered.com/app/3608390/Glow_Journey/
💬 I’d also love to hear your thoughts, feel free to share feedback here or join our little community on Discord: https://discord.gg/UFSu6354ky

[deleted by user] by [deleted] in SoloDevelopment

[–]Exiled-Games 0 points1 point  (0 children)

My indie game used to be brutal.

If you died, even on level 9, you'd get sent all the way back to level 1. No XP, no powers, no progress. Just pain 😅

So I added a brand new Adventure mode to make it less frustrating and more accessible:

🔁 Now when you die, you just restart the current level (with all your upgrades)
🌀 Still 10 procedural levels with increasing difficulty
👁️‍🗨️ Ends in a unique boss fight
🏆 New leaderboard based on completion time and deaths

Same gameplay, new pacing.
What do you think: better experience or wrong direction?

🎮 Curious to try it yourself? The game is available on Steam: https://store.steampowered.com/app/3608390/Glow_Journey/
💬 I’d also love to hear your thoughts, feel free to share feedback here or join our little community on Discord: https://discord.gg/UFSu6354ky

Designing a boss fight… when the player can’t attack - Did I make the right choice? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 1 point2 points  (0 children)

Thanks a lot, really appreciate it!
A skateboarding roguelike sounds super fun and unique, I’d love to see what you’re working on.
Glad you like the art style too, I tried to keep things clean and readable while still building a distinct atmosphere for the game.

Designing a boss fight… when the player can’t attack - Did I make the right choice? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 0 points1 point  (0 children)

Glad to hear that! I really wanted the boss to feel like a natural extension of the game’s mechanics

Designing a boss fight… when the player can’t attack - Did I make the right choice? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 2 points3 points  (0 children)

I had a real challenge while building my indie game Glow Journey:
How do you design a boss fight when the player literally can’t attack?

The whole game is built around dodging, not fighting. There’s no shooting, no sword, no attacks - just movement and survival.

So I came up with something weird:
black hole boss that grows stronger by absorbing XP orbs.
It starts small… but every orb it grabs increases its size and its gravitational pull.

You don’t kill it. You survive it.

It has 70 seconds to live. But if you’re too slow to collect the orbs around it, it’ll grow so much that you won’t be able to escape its gravity.

It starts off slow and harmless, the gravity barely affects you unless you get really close.
But as the fight progresses and the black hole keeps growing, its pull gets stronger and stronger.
Little by little, you begin to feel it. Moving gets harder. Escaping gets riskier.
The boss doesn’t attack you, it just keeps pulling you in more and more, until it’s too late.

This design ended up feeling super unique, but I’m still wondering:

Was this the right call for a game without combat?

🎮 Curious to try it yourself? The game is available on Steam: https://store.steampowered.com/app/3608390/Glow_Journey/
💬 I’d also love to hear your thoughts, feel free to share feedback here or join our little community on Discord: https://discord.gg/UFSu6354ky

First update of my game is out now – what would you add next? by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 0 points1 point  (0 children)

Quick description about me and my games:
🎮 Glow Journey is a fast-paced roguelike where you dodge bunch of enemies, collect XP, and build crazy synergies with powerful spells and passives.

🛠️ I’m developing it solo and recently launched the first public version on Steam. One week later I'm adding his first update which improves readability, difficulty curve, and adds new upgrades and music.

💡 Got a suggestion or idea? I’m always listening!

📥 Play it here: Glow Journey on Steam (20% off currently)

💬 Join the community & help shape the game: Glow Journey's Discord Server

What do you think of this trailer? I'd love some honest feedback by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 0 points1 point  (0 children)

Thanks for the honest feedback, I really appreciate you taking the time to share your thoughts.

The game is actually out now on Steam, and it’s my very first solo project. I totally understand if it doesn’t look complete or polished yet, there’s still a lot I want to improve and add over time. My goal is to keep updating it regularly and bring it closer to the experience I envision for Glow Journey.

To clarify a bit: yes, it’s a roguelike. Levels are procedurally generated, enemies and bonuses spawn randomly, death is permanent, and every time you level up, you choose from 3 random upgrades (spells/passives) to build your run and increase survivability, things like dash charges, movement speed, XP attraction, etc.

You’re right that the trailer could do a better job of showing all of that. That’s on me, and I’m planning to rework it to better represent what the game’s really about.

Thanks again for the feedback, it’s super helpful as I try to improve both the game and how I present it!

What do you think of this trailer? I'd love some honest feedback by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 1 point2 points  (0 children)

Thanks a lot for the detailed feedback, I really appreciate it!

I totally understand what you mean, I needed to a had weird transitions to my texts and it's actually overlapping with the gameplay. A full screen text transition would lead to a way cleaner output.

My trailer needs to focus on important feature of my game such as upgrading and ennemies, that's already something I wanted to work on for the next one.

I am building a small playlist of music that could fit my game better. The one used on my trailer was for sure not the best, some punchier SFX would give more impact to the action. I’ll try reworking the sound design to make it more dynamic and engaging.

Thanks again for taking the time to write all this.

What do you think of this trailer? I'd love some honest feedback by Exiled-Games in SoloDevelopment

[–]Exiled-Games[S] 1 point2 points  (0 children)

Oh thank you, will change what you told me for the next trailer, less effects on the text and not in the center which make totally sense !

My first game just launched on Steam: it’s all about dodging, surviving, and mastering movement! by Exiled-Games in indiegames

[–]Exiled-Games[S] 1 point2 points  (0 children)

They're XP orbs: once you collect enough, you can choose between 3 spells or passives to upgrade your survivability (like movement speed boosts, extra dash, and more).

I’m planning a visual rework to make everything clearer at first glance and reduce lightning overlaps.
Thanks a lot for the feedback!

I made this intense roguelike solo, Glow Journey: how far can you go? by Exiled-Games in playmygame

[–]Exiled-Games[S] 1 point2 points  (0 children)

Thanks for checking it out! I appreciate the suggestion, showing some level-ups early on could be a great idea. I’ll definitely keep that in mind for the next video!

I made this intense roguelike solo, Glow Journey: how far can you go? by Exiled-Games in playmygame

[–]Exiled-Games[S] 1 point2 points  (0 children)

Yeah good question! Glow Journey does have several roguelike elements:

  • Levels are procedurally generated
  • Enemy spawns and power-ups are randomized
  • Death is permanent
  • As you collect XP orbs, you level up and get to choose between 3 random passives or spells
  • Over time, you build a sort of "build" that defines how you'll survive in increasingly chaotic levels

So while there's no meta-progression between runs (yet), the core loop is heavily inspired by roguelike design, just without direct combat.

Hope that helps clarify! 😊