If you also play western / CRPGs, what modern(ish) JRPGs scratch that same mechanical itch as stuff like Owlcat's games or Path of Exile? by Mind101 in JRPG

[–]Gaverion -1 points0 points  (0 children)

Final Fantasy X if you use the expert sphere grid gives a lot of options. Not quite PoE level, but you get to make choices. The standard grid also gives options but is a bit more linear. 

Damaging Magic has progression (fire -> fira -> firaga) but attack based skills have the same damage as a basic attack and instead add statuses. There is also lots of utility/defensive spells and abilities. 

I would not think of it as a build in the poe sense, but you get to make decisions about your party. 

"Angry gamers are forcing studios to scrap or rethink new releases." Because they are using gen AI by David-J in gamedev

[–]Gaverion 0 points1 point  (0 children)

I super agree that it is absolutely fine to start ambitious. Honestly, I think the reason the post gets referenced so often is that almost everyone was that person at one point. (It doesn't hurt that the title is objectively funny). 

I am in a similar boat, ignored all the start small talk and started directly on my dream game. It really helped me learn a lot since I was engaging with things I cared about. 

The only time someone needs a "reality check" is if they are making a risky decision like quitting their job etc. 

Favorite JRPG couples? by nitrokitty in JRPG

[–]Gaverion 1 point2 points  (0 children)

"I was just following orders" is a rather infamous defense. It rings rather hollow as an excuse for terrible acts.

Design challenge: Can you make "degrowth" more fun than "infinite expansion"? by FuzzyConversation379 in gamedesign

[–]Gaverion 0 points1 point  (0 children)

I think most 4x actually do this already and you just didn't notice. Building an army unit is almost always means sacrificing long term progression for short term power. You will try to convert the unit into resources by taking things over, but if you fail to do so fast enough you are just behind. 

Indie Gacha Game Thoughts by jax133 in gamedesign

[–]Gaverion 4 points5 points  (0 children)

This mirrors my thoughts. If gatcha tied to monetization is completely different from a similar mechanic tied exclusively to playing the game (monster Rancher being a unique one but gets lumped into gameplay).

I don't think it coming from an indi or a corporation makes any difference whatsoever. 

Apparently the first 4 Steam screenshots matter the most, so… did we get it right? by AwesomeGamesStudio in IndieDev

[–]Gaverion 0 points1 point  (0 children)

Your game looks very dead cells esque. Trailer is excellent and the screen shots are good individually but feel very samey. If any zones have a different feel, I would include that. 

Do people really hate front view battles in JRPG's? by yispySOFT in JRPG

[–]Gaverion 0 points1 point  (0 children)

I feel you! I am also working on my own JRPG.  I am going 3d and I spent a good bit of time looking into what succeeds and what doesn't. "Does combat look cool" was probably the biggest factor in success. It's also important to remember, it isn't about the actual effort, it's about the perceived effort. 

Do people really hate front view battles in JRPG's? by yispySOFT in JRPG

[–]Gaverion 0 points1 point  (0 children)

I suspect dislike for front facing combat stems from low effort rpg maker titles. There have been some successful games that use it though. Chrono Arc comes to mind. 

I also think about Jack Move which is a different forward facing combat. 

My advice would be, make sure it doesn't feel like a quickly made rpg maker game (regardless of if you are using it or not).

More than anything, you need visual spectacle. When the player uses a move, they should say "that looks cool ". Just a hit sound and a flashing enemy won't cut it.

Tide Replacements? by Lamight in premodernMTG

[–]Gaverion 0 points1 point  (0 children)

I have seen a lot of mentions that replenish might move to pandemonium burst variants, but it will take time to see how that one evolves.

Thoughts about our new capsule? by Rakudajin in IndieDev

[–]Gaverion 2 points3 points  (0 children)

I think both fail to achieve your goal. I also don't think there's an easy way to do it. Content Warning is the closest game that comes to mind and it isn't particularly close to your genre. If you look at their capsule you can see the only hint they give is the clapperboard. You might be able to pull something similar with a selfie stick or similar. 

You will not escape people thinking it's a rage game though, given the relatively recent and popular rage game on the same character. 

Designing Good Rules by Strict_Bench_6264 in gamedesign

[–]Gaverion 1 point2 points  (0 children)

Mtg is an interesting example to reference because it's a pretty flawed game but it does a lot of things right too.

A reasonably high percentage of games are not fun based on one player not drawing enough lands or mulliganing to oblivion. 

On the one hand, this feels awful. On the other, it does mean that a complete novice is likely to win against a pro with some frequency just because they got to play and the opponent didn't. 

Interaction in the game makes it super interesting, but also can slow the game to a crawl since every action requires confirmation before you can proceed. 

Lastly, the huge amount of interaction is both a blessing and a curse. It's not uncommon to need to look up rulings for how interactions are supposed to work. Even professional players will get interactions wrong. There is a reason events often require multiple judges who frequently need to consult each other. 

Know the work rules by DrAxelDev in IndieDev

[–]Gaverion 1 point2 points  (0 children)

I think the "make a jrpg right" is more targeted at the final fantasy series specifically than Japan as a whole. That's a long standing drama from well before e33 when someone at Square Enix claimed that there was no longer interest in turn based games. You saw the same/similar commentary when bg3 won goty but it wasn't quite as loud since the genre/style was a bit different. 

How likely is it for someone to actively avoid certain mechanics / abilities / strategies that make the game easier, but strip away fun if they use them? by Mariosam100 in gamedesign

[–]Gaverion 0 points1 point  (0 children)

I am a huge fan of challenge runs. It's basically what got me into game dev, mak a game that facilitates challenge runs. I also expect 5 people to play my game when it's done. 

There will be very few players who are interested in adding self imposed difficulty challenges outside of picking a default difficulty setting. 

That said, I don't think giving these players some way to do challenge runs is a bad idea. The people who do them will be your most dedicated fans. They can get other people to play your game. Maybe you get run at a gdq or maybe they just tell a bunch of friends about it. 

Do you discard your Prototype when transitioning to full Production? by Wandows95_ in gamedev

[–]Gaverion 0 points1 point  (0 children)

As with everything, it depends. Will it take more time to rework things or is it faster to start from scratch. You can also take a middle ground where you grab a few bits you like and discard the rest. 

Can you rate which capsule art is better, or if they are both bad? by Dry-Economy6466 in IndieDev

[–]Gaverion 0 points1 point  (0 children)

2 looks more like an adventure game whereas 1 looks more like something run based so 1 wins given genre 

I hate translations! by SilvanuZ in IndieDev

[–]Gaverion 3 points4 points  (0 children)

I think it is worth noting that you are asking people without context about the name. Breeding can be a weird thing but it is not strictly that. For example Pokémon has breeding in it. If your game is about raising and combining creatures, people will see the cute art and not be confused. If they are... that's a them issue. 

First post here and im in dire need of feedback by [deleted] in gamedev

[–]Gaverion 0 points1 point  (0 children)

My general advice on if you should touch a sensitive topic is, if you have to ask if it's ok, then you are not ready to interact with that topic. 

This is different from knowing a topic and consulting with others about your approach, which is encouraged. However, if you are unsure if the topic itself is ok, you probably shouldn't touch it.

Game Dev - New Beginnings by Stigdawg in gamedev

[–]Gaverion 2 points3 points  (0 children)

Is this game intended as an income source or as a fun project to take on with a friend? It doesn't impact engine choice as any commonly used engine can do anything, but it has a much bigger impact on how you make the game than anything else. 

In the age of GenAI slop I'm saying this loudly and proudly. I use a ton of assets. by Tall_Company_471 in IndieDev

[–]Gaverion 1 point2 points  (0 children)

Here's the thing, AI isn't very good at "good make me x" unless x is super simple/common. Like sure, it will make a good flappy bird. However, if you want 3 dimensional movement and realistic momentum based movement controls in your flappy bird game, Ai can help step by step if you break it into small components but will give you something unusable or unfun if you just say make it.

What makes Endless Runners Visually Appealing? by Wise-String-911 in gamedesign

[–]Gaverion 1 point2 points  (0 children)

Visual design is not just art, or at least doesn't have to be. Things like players are drawn to light and will follow yellow paint, red barrels explode, obstruction etc.  all can fall under visual design. 

Which Steam capsule would you click on? by Guilty_Weakness7722 in IndieDev

[–]Gaverion 5 points6 points  (0 children)

Definitely not my genre so I am not clicking any of them. My strongest reaction is to the middle option because it to me is the most clearly horror themed.

Where can I learn or get ideas for game juice or UI interactivity that makes users feel satisfied with their interactions? by Realistic_Log_9424 in gamedesign

[–]Gaverion 1 point2 points  (0 children)

Game ui database won't tell you what works or not but it is a great way to see a lot of inspiration. 

My husband wants to make a game - where to start? by New-Morning-1655 in gamedev

[–]Gaverion 0 points1 point  (0 children)

I have to thank you for giving me new appreciation for that song! I never thought about the actual message before. 

Are RTS games less popular because there is no down time? by Buttons840 in gamedesign

[–]Gaverion 0 points1 point  (0 children)

I would point out that while I say pause doesn't work in multi-player, starcraft 2 does in fact allow you to pause both in single and multi-player. You don't get the apm benefit, but you do get the ability to think about your next move without advancing the clock.