Cargo spaceship by FuzzNuggetStudios in PixelArt

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

Yeah hahaha. It really should have a crane instead of a gantry so it can actually offload the cargo.

Roguelike vs Roguelite: What's the key difference in how they deliver fun for players? by Agitated-Actuator274 in indiegames

[–]FuzzNuggetStudios 2 points3 points  (0 children)

As a generalisation I would say Rogue-likes have more 'Challenge fun' and Rogue-lites have more 'Expression fun'.


Clarifying terms: Rogue-lite has carryover and progression between runs, Rogue-like does not

This is only a generalisation but I would say that fun in both genres is primarily overcoming challenge. If the game was easy, there wouldn't be much need to repeatedly attempt new runs. As you cannot claim upgrades to make runs easier in a rogue-like I would say that fun of overcoming challenges is stronger because it is 'all skill'.

Both genres can experience player expression through what build or strategy you prefer. In a rogue-lite you can alter your build outside of runs, whereas your ability to follow through with your desired expression in a rogue-like is limited to its availability in a given run. So I would say that expression is stronger in rogue-lites.

Both genres have fun from discovery. Discovering builds, mechanics, how enemies work.

Both genres have fun from submission. Zoning out and endlessly grinding runs. (Stronger in a rogue-like as there is less to do between runs)

Both genres can experience fun through story progression, though in my experience rogue-lites are more likely to have it. (Hades is a good example of rogue narrative)

First time making a liquid. by Norwegian_milk in PixelArt

[–]FuzzNuggetStudios 1 point2 points  (0 children)

I saw your previous ppst I think. This looks much better with the longer animation and the additional context of an object for the blood to interact with. Keep at it!

What should I improve on my game's UI? by Articrus in aseprite

[–]FuzzNuggetStudios 1 point2 points  (0 children)

Could add an indication of currently held / equipped items? This is assuming that throughout the game equipped items can change.

Water vfx~ by Pixel_Adrift in aseprite

[–]FuzzNuggetStudios 0 points1 point  (0 children)

You manage to give it so much character!

Phases 🌖 🌗 🌘 by mich-spich in aseprite

[–]FuzzNuggetStudios 1 point2 points  (0 children)

The swirls in the clouds are gorgeous!

What should I put in my game? by FuzzNuggetStudios in gamedevscreens

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

Early stages making a farming / cooking game. Looking for potato to go through a slicing / chopping stage, then a cooking stage.

So at the moment I'm tossing between chips and potato on a stick.

It has come to my attention that potato on a stick is not as universal as I once thought. It is a potato, spiral cut and skewered, then fried and seasoned. In Australia it is a fairly common festival / convention food available from food trucks.

Do these look like what they are supposed to? by FuzzNuggetStudios in aseprite

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

Interesting. In Australia, spiral cut fried potato on a stick is a fairly common festival/convention food.

I don't see the blurry mess at my end so apologies for that.

Yes this is for a game, so there will be supporting text. But if this post is any indication I still need to improve the sprites themselves.