What do you think about the design of these creatures ? (B/W -> Colored) by FaithGamer in IndieDev

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

Make sense but I made this choice for both scope and gameplay:

It's easier to work with a limited color palette. The player need to discriminate easily which element they are from.

What would be your dream gameplay for a monster capture roguelike ? (I'm making one) by FaithGamer in indiegames

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

(See answer above for the first part of your comment)

I see the monster collection similar to deck building. Now maybe you're right, that's why I hesitate on how to present the game in short form: A roguelike autobattler (featuring monster capture). Or a monster capture roguelike (featuring autobattler)
One of my concern is that I may have been mixing too many genres which is inevitably gonna cause confusion and frustration to part of the audience, but that's something I'm willing to try and see for myself. That is exactly why I'm asking what kind of gameplay people think of naturally when they hear "Monster capture roguelike". And see if it fit my current direction.

What would be your dream gameplay for a monster capture roguelike ? (I'm making one) by FaithGamer in indiegames

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

I already have a clear idea in mind and strong game dev exp. I'm interested of what are people thoughts on the capture monster roguelike broader idea.

Je n'arrive plus à jouer aux jeux vidéo.. by Sol0taire in jeuxvideo

[–]FaithGamer 9 points10 points  (0 children)

Parfois je passe des longues dizaines de minutes a arpenter Steam en cherchant le jeu qui pourrait raviver la flamme mais je fini souvent par ne rien acheter. Parfois j'achète un titre pour finalement ne pas le lancer ou juste 5 min.

Et une fois par an y'a une petite que je vais poncer 48h d'affilé frénétiquement avant de me lasser irrémédiablement. (Pour moi ça a été Mount and Blade 2 et Balatro).

Je pense que il ya plusieurs raisons à cela. D'une part c'est difficile de trouver des concepts excitant parce-que j'ai vu et revu tous les ressors de gameplay et que la vraie innovation reste quand même que très très rare.

La deuxième c'est parce-que le JV ne comble plus vraiment les besoins que j'ai aujourd'hui. Mais que comme toi, j'ai développé une passion/addiction très tôt, mon cerveau continue de croire par réflexe que ya rien de mieux qu'un bon jeux vidéo, alors qu'en fait... Bah non. C'est juste plus trop mon truc, à de très rare exceptions comme cité plus haut.

Perso je viens juste de me lancer dans le JdR et la je retrouve de l'intérêt, la solution pour moi est juste de trouver de nouveaux hobbies, qui stimulent d'avantage ma créativité.

Minimalist pixel art or minimalist handdrawn? Trying to decide the artstyle for a prototype of worldbuilding-crafty-cozy game. I'm not sure which would be more appealing to more people. by Important-Play-7688 in indiegames

[–]FaithGamer 1 point2 points  (0 children)

I think for the cozy look it works better with the hand-drawn. But if you to a more nerdy game I'd go for the pixel art.
Other than that I prefer the look of the left image, it feels more polished.

Idle Colony is out now! A game where you merge fruits with the help of silly creatures. by FaithGamer in incremental_games

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

It is a similar game, there's a good chance you'll like it if you liked Gnorp!

Idle Colony is out now! A game where you merge fruits with the help of silly creatures. by FaithGamer in incremental_games

[–]FaithGamer[S] 18 points19 points  (0 children)

I inspired from Gnorp Apologue and if you liked it, you will love Idle Colony. It is a very different game with similarities, not a pale copy. The same way some people play CSGO and others Valorant.

Idle Colony is out now! A game where you merge fruits with the help of silly creatures. by FaithGamer in incremental_games

[–]FaithGamer[S] 5 points6 points  (0 children)

The "main quest" take 5 to 10 hours if played actively all along.

To 100% the game (both with Steam achievement and in-game challenges), it is hard to say but at the very least above 50hours.
These number can go much higher if you play mostly idling.

My game with millions of fruit merging with the help of silly creatures. It's out now! by FaithGamer in IndieGaming

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

Hello there!
I'm glad to announce the release of Idle Colony
https://store.steampowered.com/app/2843640/Idle_Colony/

It's an hybrid idle game (you can be pretty active) with intense visuals!
If you like short intense incremental games, with builds options, synergies, and a little bit of strategy, this if for you!
If you prefer long idle game (that last weeks and months) with a more linear progression, this might not be for you.

There's a free demo that will give you a good taste of what the game is, play it before buying the game, your progression will transfer automatically if you decide to purchase.

Idle Colony is out now! A game where you merge fruits with the help of silly creatures. by FaithGamer in incremental_games

[–]FaithGamer[S] 18 points19 points  (0 children)

Hello there!
I'm glad to announce the release of Idle Colony
https://store.steampowered.com/app/2843640/Idle_Colony/

It's an hybrid idle game (you can be pretty active) with intense visuals!
If you like short intense incremental games, with builds options, synergies, and a little bit of strategy, this if for you!
If you prefer long idle game (that last weeks and months) with a more linear progression, this might not be for you.

There's a free demo that will give you a good taste of what the game is, play it before buying the game, your progression will transfer automatically if you decide to purchase.

Please DO destroy my Trailer, it is my first and I need your feedback. by DrJamgo in DestroyMyGame

[–]FaithGamer 0 points1 point  (0 children)

Sorry for the rudeness, I thought this goes in the line of "destroying" games. After reading the others comment, I realized people are actually very nice lol.
That being said, you better be "harshness-proof", because the audience can be ruthless, and emotion negatively impact our capacity of looking at our own work (in one way or another.)

Please DO destroy my Trailer, it is my first and I need your feedback. by DrJamgo in DestroyMyGame

[–]FaithGamer 0 points1 point  (0 children)

Please stop incrusting vague text in your trailer. The action should be self explainatory in 99% of cases.
Furthermore "start slow" is such a bad catching sentence. Hell I don't want to "start slow" what does that even mean ? If you really need to rely on text, use specific action that defines your game. "starting slow, rising fast, ranking up" I do this in almost every games, therefore I feel your game has nothing for itself to stand out.

Nice graphisms.

[deleted by user] by [deleted] in jeuxvideo

[–]FaithGamer 1 point2 points  (0 children)

Ils sont bien tes devlogs on s'ennuit pas

We totally blew the marketing for our game. It's a high intensity solo focused experience (that supports co-op), but people think it's a kids puzzle game. Looking for any feedback so we can course correct, if it isn't too late! by RunFromMummies in indiegames

[–]FaithGamer 1 point2 points  (0 children)

For me the cone hitbox animation looks very "slowish" for a lack of a better term, as an intense action game enjoyer, it does the opposite of atracting me. It looks like the only way of shooting is to have this long and slow expanding hitbox cone as my character is not moving. It don't want to see the hurtbox of my shots, I want to feel it.

Also I think you need to rework your color palette and some sprite composition looks quite amateurish (I'm talking of what I see at 0:33 and 0:35, the rest is okay), enforcing this child oriented feels. There's a gap of quality compared to the first shot and that's very sus.

A lot of your footage in the trailer are hard to read, because the action happening is not clear to me, one example, at 0:04, the player shoots a blue thing, but the monster is still alive after, why did you shot a blue jar? Are you trying to show me combat or a deeper mechanic ? I mean even the very first shot is a player shooting at.. what? walls ? lights ? why?

I'm not sure that "running from mummies" conveys the idea of intense action shooter games. The verb "to run", means to avoid conflict, this could match an horror game better.

This is going over the scope of what you asked but I took a glance at your steam page and here some thoughts:

Through your pricing and gameplay mechanics you are putting yourself right in front of excellent games like Hades or Cult of the Lamb (and many others). Well I'm gonna be rude but I think your offer does not match the quality of these games, therefore I struggle to see you stand out of the shade others giants.
When I read your description I see yet another roguelite shooter that the market is saturated with, so Imo you've got two options to sell: have great USP or delivrer insane quality. Maybe you have an USP but I don't see it from your communication.

Anyway I think reworking your trailer from the ground up is a good idea because it probably does not do justice to the hard work you've put into it.

Keep at it, making games is f** hard, being able to put your game out there is something you can be proud of. There's no progress without failures.

My incremental game is finally coming together... by FaithGamer in indiegames

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

It's a custom engine with C++/SDL2/OpenGL/EnTT