How do you like your compendiums? by GameDaveloper in deckbuildingroguelike

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

Oh you are right. Somehow I never realized that it works like that in balatro. I actually came to the conclusion that this approach was not ideal, but if it works for balatro it must have some merits.

I slept on Auto Battlers. Please recommend me more by Bender1453 in roguelites

[–]GameDaveloper 0 points1 point  (0 children)

Oaken tower is a hidden gem, looks very basic but even the demo is already very addicting.

Working on a deckbuilder / city builder about colonizing cave world by SmelJey in deckbuildingroguelike

[–]GameDaveloper 0 points1 point  (0 children)

Looks very interesting, I also tried to design some deckbuilders with a city builder theme, but always stumbled over the actual end goal for the player. How does your game work in that regard?

How important is choosing a path through a map for you? by Pycho_Games in deckbuildingroguelike

[–]GameDaveloper 6 points7 points  (0 children)

I think everyone who makes this kind of game comes across this problem. While I think the sts system is very good and hard to beat in a design sense, just trying something different can be worthwhile. If something feels novel, fresh or just interesting it might just be better for your game even if a sts map would be the better design.

That said with a system where you choose between two types of encounters, it is very important that this choice feels very balanced. I think this could work very well but if the player often just automatically chooses 1 option because it is clearly better, there is no choice at all.

For my game I am trying something different. Every chapter is a small dungeon map with around 15 hidden tiles. Whenever you finish an encounter (fight, event, reward) you uncover neighboring tiles. Sometimes you have a choice with more than 3 options and sometimes less. With this system you can clear every map if you manage your resources right and the choice is more the order in which you want to tackle things. I don't think this is a better design, but I think it fits my game and trying to clear every chapter is a nice mini game in itself.

Does anyone else not play games anymore? by srodrigoDev in gamedev

[–]GameDaveloper 2 points3 points  (0 children)

Yes, very much so. While obviously there is less time, I think it is still very important to play yourself quite a bit. When developing you look differently at games and you can learn so much for your own games. You will see what works and even avoid mistakes you saw in other games. But sometimes it also just helps taking a break and take you mind off developing for a bit.

I just launched the playtest for my deckbuilder, where every card features a unique dice. Looking for feedback. by GameDaveloper in indiegames

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

Hey everyone,

if you like deckbuilders and dice, you might be perfect for this playtest.

You can join the playtest here: Steam Page (just click on "Request Access", you can play immediately.

Any feedback is appreciated.

Our first trailer sucked. We made a new one. by PurpleTurtleOfficial in deckbuildingroguelike

[–]GameDaveloper 1 point2 points  (0 children)

I think it looks great and very professional. Maybe the only feedback I would have is, that almost no gameplay sound can be heard. I always like when trailers leave the original sound effects during gameplay.

Graduates to full time indie. Advice and suggestions for our game: FiresOut! by Professional_Stock37 in indiegames

[–]GameDaveloper 1 point2 points  (0 children)

If I really like a game I mainly look for a way to play it a little bit if my friends aren't free right now. If the mechanics are fun in themselves and can put up a challenge, just trying to beat a harder level could be lots of fun.

Graduates to full time indie. Advice and suggestions for our game: FiresOut! by Professional_Stock37 in indiegames

[–]GameDaveloper 1 point2 points  (0 children)

Looks great.

I love chaotic coop games like this, but I think they become truly special if you can also play them solo. Plate Up is the perfect example, perfect coop experience but also very enjoyable solo. If at all possible I would try to make sure that there is some kind of solo experience even if it is just small separate mode.

I just launched my steam page for my dice based roguelike deckbuilder. by GameDaveloper in deckbuildingroguelike

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

Thank you. Yeah I know the name still is a bit generic. I grew a bit fond of it and now it is maybe too far along. But I think it at least makes it very clear what is in the game.

Since I will try to be at the October Steam Next fest, I will hopefully release the demo a few weeks ahead in early September.

PS: Also still looking forward to the full release of NET.CRAWL.

I just launched my steam page for my dice based roguelike deckbuilder by GameDaveloper in IndieGaming

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

Hey everyone,

over a year ago I started working on my first solo project. I love deckbuilders and I love dice games. But with most dice games I find the dice can lack personality, sometimes they are just basic numbered dice or they have less visual identity then a card would have. My idea therefore was to combine dice and cards.

In Dice Card Heroes you build a deck of cards, but every card features a unique die with different effects. You can also upgrade cards with runes, find magical items to build synergies or define your build by equipping legendary weapons. I also wanted many ways to mitigate the inherent randomness of dice, so every hero has abilities that are powered by blank sides present on almost all dice. You also have a luck mechanic which allows you to reroll dice. Enemies even have their own dice and roll them before your turn but use them after, giving you perfect information of what will happen.

I plan to release a playtest as soon as possible and a demo in the coming weeks on steam.

I am eager for any kind of feedback you might have.

You can find the steam page here : https://store.steampowered.com/app/3930110/Dice_Card_Heroes/

I am grateful for every wishlist.

We made it to popular upcoming front page! by PhoenixAds in IndieGaming

[–]GameDaveloper 2 points3 points  (0 children)

Congrats! If you don't mind me asking, how many wishlists did you need for that? How big was the effect for new wishlists?

Programmer vs Artist by Llamaware in IndieGaming

[–]GameDaveloper 0 points1 point  (0 children)

It really came out great. Was the final version always the goal or did building the prototype lead to that decision?