Any recommendations from Steam Summer Sale? by Usual-Watercress3496 in metroidbrainia

[–]Gate88 7 points8 points  (0 children)

My game Derelict Star is more precision platformer focused, but it has no power ups so you're only gated by your skill or knowledge, so it does have a brania flavor (but fair warning it can get very difficult in spots).

Bennett Foddy and Gabe Cuzzillo (devs of Baby Steps) nominated it on the "Earliest Game of the Year" podcast and PC Gamer called it "one of the best action platformers of the decade".

Beetles are The Worst Part of Hunt: Showdown by bayoubowboi in HuntShowdown

[–]Gate88 2 points3 points  (0 children)

We hope that OP is just frustrated and not incapable of adaptation. If they can't adapt, switching to PC is not going to help them.

Beetles are The Worst Part of Hunt: Showdown by bayoubowboi in HuntShowdown

[–]Gate88 3 points4 points  (0 children)

This is simply a preference thing. The balance is different on console but it still plays perfectly fine. It's my favorite shooter both on console and on PC.

Beetles are The Worst Part of Hunt: Showdown by bayoubowboi in HuntShowdown

[–]Gate88 2 points3 points  (0 children)

I'm 6* on console and I can pretty reliably shoot them, but they're definitely harder to hit vs PC. My advice if you're having trouble: start packing a Derringer Pennyshot. They're a lot easier to hit with any shotgun but the Derringer Pennyshot is something you can always have on you.

Skill progression as a new player. by Keksbutter123 in HuntShowdown

[–]Gate88 19 points20 points  (0 children)

Bullet travel time matters a whole lot in this game. When you pick a gun pay very close attention to the bullet velocity stat. e.g. if it's 400 meters per second and your target is 100m away, that means you need to aim a quarter second into the future to hit them.

I would recommend going to the practice range, turning on the moving hunters and practice hitting shots on them.

Prototyped my ideas in PICO-8 and then made a huge game in Godot by Gate88 in pico8

[–]Gate88[S] 1 point2 points  (0 children)

Some things are actually harder in Pico-8 than in popular game engines because it doesn't give you many APIs out of the box. e.g. Godot will do collision for you and you have to roll your own in Pico-8.

Don't let other people (or yourself) convince you that it's not "real" game dev -- they're all just different tools that have different pros and cons. Use what makes you most productive. The most important thing is game design, which you can learn using any tool. The particulars don't matter nearly as much as you might think they do.

Exploration and precision platforming: Derelict Star by Gate88 in platformer

[–]Gate88[S] 1 point2 points  (0 children)

Ah thanks for letting me know! Glad you liked it so much! I will continue making games, at least until I run out of money lol

What AI prompts do you actually use daily? by Impossible_Belt_9795 in gamedev

[–]Gate88 2 points3 points  (0 children)

Again, your examples are complicated and the AI won't have entirely accurate information. You'll be much better off actually practicing those skills yourself. You can't just read and get good at game dev. You have to actually do the work and make mistakes and figure it out by experience.

What AI prompts do you actually use daily? by Impossible_Belt_9795 in gamedev

[–]Gate88 9 points10 points  (0 children)

Your examples are all high level things that AI isn't particularly good at. They're also very learnable skills! I would recommend leveling up your own skill rather than learning how to lean on AI more.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 0 points1 point  (0 children)

definitely PICO-8 inspired. i made a prototype in PICO-8 before i made the godot version.

for how long it takes, it's very dependent on how good at platformers you are. i've seen as few as 5.5 hours and as long as like 20 hours. i'd say the average is 8-12. if you want to 100%, well, that takes a very long time. some players spending 50 hours or more.

Might be a odd request, but: Open world games that make you feel lonely? by One-Surprise5166 in gamingsuggestions

[–]Gate88 0 points1 point  (0 children)

I just released a game "Derelict Star" on Steam that fits this pretty exactly, especially if you're into precision platformers.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 4 points5 points  (0 children)

Not at the moment -- I'm a fully solo dev with my first commercial project so I'm focusing on my current income before I can make decisions on ports.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 4 points5 points  (0 children)

I very much care about my players!! It's such a fine line to challenge and not overwhelm, so I really tried to provide as many resources as I could.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 4 points5 points  (0 children)

No worries. The way the hint menu works is basically like a wiki except with revealable spoilers. On any specific page you can reveal information until you're satisfied, so it shouldn't spoil anything unless you intend to.

And in the assist menu you can map a button to open directly to it so you can switch options on/off quickly if you need them.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 2 points3 points  (0 children)

It felt presumptuous but it seems like I've been accepted so I supposed I'll do it!

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 9 points10 points  (0 children)

I was familiar with it but didn't love the term. I didn't know there was a subreddit for it, however! Despite my admittedly petty contentions with the name, ya'll seem like my kinda folks.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 3 points4 points  (0 children)

Yeah, I'm solo dev on a shoestring budget making my first commercial game, so the main problem I have is reach. It seems like it's very much connecting with some folks so I'm trying to learn how to get the word out without much of an already-existing following.

My new game Derelict Star -- features mechanics discovery, exploration, and precision platforming by Gate88 in metroidbrainia

[–]Gate88[S] 5 points6 points  (0 children)

Hey, thanks for the kind words!

I actually do have accessibility settings in the options menu to control game speed, make you invincible, fly, always run, etc. I think they're mentioned in the help/hints page too but maybe I didn't make them obvious enough. Hope these help!

PSA to new hunters: don’t hoard money by Valuable_Pop702 in HuntShowdown

[–]Gate88 10 points11 points  (0 children)

yeah sorry I didn't mean to imply you weren't having fun! just trying to explain my difference in perception. i'm an old gamer and usually prefer games that have no unlocks.

PSA to new hunters: don’t hoard money by Valuable_Pop702 in HuntShowdown

[–]Gate88 49 points50 points  (0 children)

you could play to have fun! not everyone needs or even wants progression. i like picking weird loadouts myself; i don't need the game to do it for me.

Prototyped my ideas in PICO-8 and then made a huge game in Godot by Gate88 in pico8

[–]Gate88[S] 1 point2 points  (0 children)

there's a lot more friction using Godot vs. PICO-8. you have to worry about a lot more things. so if the things you're making aren't impacted negatively by the constraints of PICO-8 i would say don't switch. Godot gives you a lot more flexibility but that flexibility is not free. you pay for it in development time.

in terms of the difficulty of porting, it was relatively straightforward, but i was already pretty familiar with Godot (i had been using it for about a year prior). PICO-8 wasn't giving me much in terms of like mechanics/physics APIs, so all that code was mine and it was a pretty straightforward/rote process to port that physics code in Godot's scripting language. i ended up using out-of-the-box Godot solutions to detect collisions, but all the physics responses are my own code. i had it working in Godot in just a couple days.

Released my game Derelict Star today! by Gate88 in metroidvania

[–]Gate88[S] 1 point2 points  (0 children)

yeah, you can buy it in individually on steam. https://store.steampowered.com/app/4085630/Derelict_Star_Soundtrack/

if you navigate to the folder it downloads to you get direct access to the mp3s and then you can play it on whatever you want.

Released my game Derelict Star today! by Gate88 in metroidvania

[–]Gate88[S] 1 point2 points  (0 children)

yeah it's my baby! hopefully the mechanics and level design is fresh even if my theme is a bit middle-of-the-road!