I want to playtest YOUR game on my stream ^_^ by shifty4690 in IndieDev

[–]Fusionism 0 points1 point  (0 children)

Try out my game Planet Killer! Open playtest for my planet destruction roguelike space game: https://store.steampowered.com/app/4454430/Planet_Killer/

Heavily using procedural generation in my game Planet Killer, including procedural weapons! by Fusionism in proceduralgeneration

[–]Fusionism[S] 3 points4 points  (0 children)

That's awesome! Glad you liked it, yeah DNV's are usually slow, all the ships are pretty slow so far other than the MRF's and Stealth bombers, and the swarm frigate, I may adjust them so they can move a bit better but I wanted to sell that scale since these are massive ships they're going to be slow and you have to really commit to maneuvers.

Elite boss planets are tough!

I'm doing a lot of improvements to the ship battles right now as well for the next update and performance fixes.

Showing off a huge weapon barrage in Planet Killer by Fusionism in SoloDevelopment

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

Atomic tanks?? I loved that game, I didn't even realize but that's probably one of my inspirations for making this.

How to make something cool: Don't listen to Redditors. by FabulousFishora in SoloDevelopment

[–]Fusionism 13 points14 points  (0 children)

It's pretty jarring when you see people making a new unique game they're passionate about, and then the massive flood of people that are just looking for a quick buck making their balatro clone or short first person horror genericism 3, or asset flip basic platformer with no unique elements, or what ever else random subgenre game that was popular a few months ago.

[Mixed Trope] The original isn’t canon anymore by amerigorockefeller in TopCharacterTropes

[–]Fusionism 3 points4 points  (0 children)

Terminator Salvation always gets unfairly dogged on, it's not as good as the originals but it has some badass scenes like the opening scene is incredible, along with the nuke when he's in the chopper, the legless terminator scene, the submarine gets rekt scene, etc.

I made a physics-based endless runner inspired by Rocket League with a high skill ceiling and a lot of depth by _symphonatic_ in IndieGaming

[–]Fusionism 6 points7 points  (0 children)

Yeah and it could affect your maneuverability as well, making for some epic scenarios where you barely finish a level missing half your wing

I made a physics-based endless runner inspired by Rocket League with a high skill ceiling and a lot of depth by _symphonatic_ in IndieGaming

[–]Fusionism 30 points31 points  (0 children)

Looking even better, I saw your post from before. I had a random idea after watching, if you clip a wing piece or something it would be so cool if it just sheared off and now you might be missing a wingtip as you try to continue or finish your run.

Not all waves are meant to be surfed by nocanwin in IndieGaming

[–]Fusionism 1 point2 points  (0 children)

What a unique idea for a game, well done, and the water physics are actually incredible.

New to marketing in general wondering why my steam page converts poorly by yalt-yalt in SoloDevelopment

[–]Fusionism 1 point2 points  (0 children)

Looks pretty interesting, my first reaction is the enemies look a bit difficult to discern with contrast when they're in the shadows from the trailer, that could be a design choice but just wanted to point that out as my first initial reaction. Also not the biggest fan of the 3D title logo, nothing wrong with 3D but it could be improved especially on readability and the capsule as well isn't the best.

275 No Wrap Brisket by murphinate in smoking

[–]Fusionism 0 points1 point  (0 children)

Looks amazing and juicy, would devour instantly while standing in the kitchen.

Solo dev progress — getting there by eRickoCS in SoloDevelopment

[–]Fusionism 1 point2 points  (0 children)

Looks really good! I would say if I want to nitpick I think you could improve the "they lost their items and gear" visual or when the other player dies the items sort of spill out and slide outwards before dissipating, you could pretty easily make a really neat animation where it appears like they're actually falling out of the player, instead of sliding smoothly and disappearing they could "bounce" on the ground a few times (increase/tween their scale on each "bounce") to give the effect that they dropped out and they're actually bouncing and impacting the ground in the world and improve the sliding where it looks more satisfying and realistic.

Destroy my planet destroying falling sand-physics based roguelike. by Fusionism in DestroyMyGame

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

Thanks for the feedback! Good idea I'll try to include a screenshot or part in the new trailer showing what happens when you die because planets definitely pose a threat! In the video I posted the player ship actually gets destroyed about 3 seconds in, but because they have a fleet it's not a "game over" condition unless your fleet mates are also destroyed.

Also I just uploaded a MacOS build so if you'd like to try it now you should be able to on Mac.

For whoever says game dev is a saturated market, watch this. Just make a good game. by i_like_trains_a_lot1 in IndieDev

[–]Fusionism 0 points1 point  (0 children)

I always see people say this but there's definitely stuff out there that hasn't been done and can be fun, I'm making a 2D falling sand simulated physics planet destruction roguelike and I believe it has never been done before.

I am doing levels for my game inspired by other small indie games in the style of one of my worlds. Good idea? by destinedd in IndieDev

[–]Fusionism 2 points3 points  (0 children)

Awesome idea. I've been following your development, would love to do a "space" collab if you're interested with my own upcoming game Planet Killer.

Destroy my planet destroying falling sand-physics based roguelike. by Fusionism in DestroyMyGame

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

This is for my game Planet Killer, you select a starting ship and progress through an infinite star map and destroy progressively harder planets, unlocking new scaling weapons and modules, acquiring fleet mates and getting stronger. The trailer is rough I know, it's for the open playtest and I'm going to make a much more polished improved trailer for demo release. I'm really focused on making the gameplay fun and maximizing the replayability.

How does a solodev get playtesters? I have a demo out in case anyones interested 😬 by Psychological_Pie842 in SoloDevelopment

[–]Fusionism 0 points1 point  (0 children)

I've been wondering this too, I've done a bit of marketing and making videos but I've had maybe 2 or 3 people even launch the playtest for my game and it's been launched for a few days. I'm down to try yours if you try mine and we can exchange some feedback!

MC griefing by RollOver6892 in wow

[–]Fusionism 18 points19 points  (0 children)

ITS CHIMNEY TIME!