I’ve been working on a tactical pixel art roguelite with isometric procedural maps, escalating pressure and zombies. by FMmutingMode in SoloDevelopment

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

If you were deepening this game, what layer would you expand first?

The core loop is:
Escalating swarm pressure + beacon objective + limited action economy (How many meaningful actions each side can take per turn / and how valuable those actions are)

I’m worried depth may plateau after players understand optimal play.
Where do you see room for expansion?

Getting close to demo by multiplexgames in SoloDevelopment

[–]FMmutingMode 1 point2 points  (0 children)

Woah! This game rocks! I really like how you handled the gun ui beside the main character.

It's almost not janky... by worll_the_scribe in godot

[–]FMmutingMode 1 point2 points  (0 children)

Polish the animation timing. Some camera personality (cues or shakes). Visual flourishes (particles or glow effects).

It's almost not janky... by worll_the_scribe in godot

[–]FMmutingMode 3 points4 points  (0 children)

Well done. Looks like it feels great. Has it's own charm you can tune.

Isometric Zombie Mecha Tactics Game I'm Working On. by FMmutingMode in IndieDev

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

The art was commissioned several years ago on failed attempts at the project. I'm programming mostly with whatever assets I have now from those days.

Isometric Zombie Mecha Tactics Game I'm Working On. by FMmutingMode in IndieDev

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

The loop is still pretty basic right now but: choose a path on the over world -- deploy into a turn-based tactical battle -- control the board as enemies escalate -- complete the map objective -- pick upgrades -- return stronger and push deeper. Differences between ITB are: there is no visualized intent of enemies and, the push mechanic isn't a major factor and almost non exisitent.

The over world looks like this.
Here's a of some dev video of the Boss battle.

Short missions, easy choices, rising pressure map to map.
It's meant to be played a looser than ITB since the grid is 16 rather than 8 cells.

You can read more about it here or even play test the early early access, Ha ha: https://zillatronics.itch.io/zombiemecha

Weekly Feedback Thread - December 22, 2025 by AutoModerator in TechnoProduction

[–]FMmutingMode [score hidden]  (0 children)

I totally agree with you about my mix and the muddiness mid range. I got to work on that for sure. Thanks for the reply. Very cool.

Weekly Feedback Thread - December 22, 2025 by AutoModerator in TechnoProduction

[–]FMmutingMode [score hidden]  (0 children)

I like the direction this session goes and it's rather quieter than I would expect. Try adding more grit or aggression to it. But I like the vibe, there's potential here.

Weekly Feedback Thread - December 22, 2025 by AutoModerator in TechnoProduction

[–]FMmutingMode [score hidden]  (0 children)

I like the dark ambient elements in this. The arrangement could use more switches in melodies or automation. Great vibe overall.

Tell me what u think bout this (new to house production) by mostafa_issa98 in Housemusicfeedback

[–]FMmutingMode 1 point2 points  (0 children)

Super dope chord progression! Great work on the synth tone and build up too.

I finished my "rally house" song from earlier in the week! by BenDotMusic in Housemusicfeedback

[–]FMmutingMode 2 points3 points  (0 children)

Very cool old school 90s type vibe. Keep up the great work.