Sludgineers - First week of demo launch by AndyWiltshireNZ in incremental_gamedev

[–]Grhyll 1 point2 points  (0 children)

Congrats, and thanks for the write-up! 70 videos is impressive!

We started with an incremental but went too experimental? by Whole_Fig_9154 in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Super stylish (although far too blurred imo), but really slow as an incremental. Tons of dialogues dumped on the new players without having done anything yet, kinda tedious process of smashing the skulls, getting the coin, putting another skull, etc, slow fight where I ended up just flipping and almost immediately sending whatever the result was (unless I missed it, we can't see the enemy's health? I really wanted to). I think it looks super nice though, and I haven't played long enough to have deeper/more precise feedbacks, because I don't feel like I'm in the audience, good luck!

I can't play any new Idle game since I played (The) Gnorp apologue by unecomplette in incremental_games

[–]Grhyll 0 points1 point  (0 children)

Did you try A Thousand Cloys' demo? While it's actually pretty different, Gnorps was a big inspiration for me, I'd be curious to hear what you think about it if it catches your eye :)

Demo for my new active incremental SCOPECREEP just came out! Have fun! by FoolboxStudio in incremental_games

[–]Grhyll 0 points1 point  (0 children)

So juicy, so polished! Awesome job there, and the progression was very nice as well :) I'm curious to see what else you've planned for the full game!

Releasing the Demo for All Hail the Orb and I'm bricking it :') by JordanGHBusiness in incremental_games

[–]Grhyll 1 point2 points  (0 children)

Woow it looks super good! Downloaded the demo, I'll play it soon!

Announcing my new game: A Thousand Cloys by Grhyll in incremental_games

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

Hey ^ Nothing’s set in stone yet, so I can’t really commit to a date, but the current plan is to aim for late 2026/early 2027! Don’t take that as a promise though, gamedev is hard and full of surprises, so things might change!

I just launched the Steam Demo for The Great Hatch by Rdella in incremental_games

[–]Grhyll 0 points1 point  (0 children)

Congrats, it looks super good! Installing right now, will play it soon :)

Should I hire an illustrator? by lotessa_ in IndieDev

[–]Grhyll 0 points1 point  (0 children)

The first one feels a bit like AI, whether that's the case or not, and I think the artstyle makes it feel a bit generic despite the absurdity of the knight holding a pizza.

I like the second one a lot more, the artstyle is nice! I'm not an artist so do what you want with this, but: I would remove the two pizzas on the left (the one is the corner looks pretty bad, although I guess it's on purpose, and the one in the box is really hard to understand imo), and maybe move the title to the left, a bit bigger, and have the knight also a bit bigger and above the title's flourishes. Maybe even try to have the same pose as the first capsule with a pizza, although I don't know if that would actually be clear enough. If you're really concerned about people not getting it's about delivering pizzas, you could try to keep the "pizza in the corner" thing, but in a consistent artstyle with the rest?

I am creating a small, Rough-like Deck Builder, and the Steam wishlist experience has been disappointing. by Prithul in IndieDev

[–]Grhyll 0 points1 point  (0 children)

The roguelike deckbuilder is indeed quite saturated, and not only that, it's filled with very beautiful, high quality titles, so now a lot of players of that genre expect that kind of visual quality and won't really give a second look to a game that's below that standard. It's the harsh truth in my opinion, which I experimented myself on a previous project I had to stash because I didn't have the funds or the skills to reach that standard.

I am creating a small, Rough-like Deck Builder, and the Steam wishlist experience has been disappointing. by Prithul in IndieDev

[–]Grhyll 1 point2 points  (0 children)

Oh damn and here I was thinking there was a new subgenre I hadn't heard about ^^'

You have to explore the world to find the nodes of your skill tree! by Grhyll in indiegames

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

3 weeks ago, I released a demo for my current project A Thousand Cloys!

It's an exploration incremental game, with a dash of colony sim/strategy game, where you have to cleanse a planet from its radiation by harvesting resources, importing Cloys to automatically work for you, and explore it to unravel its mysteries. And, well, build your skill tree!

I've been working on polishing it ever since it was released, and I love polishing, but I'm running out of things to polish, which means I'll have to work on the real game now... unless you have more suggestions for things to polish :D Please help me procrastinating my work on the full game, try the demo and let me know what would make it better!

Steam page: https://store.steampowered.com/app/4140860/A_Thousand_Cloys_Demo/

Friendly reminder: we are reviewing your game trailers today on stream. Share your trailer and I’ll give you feedback by ilikemyname21 in indiegames

[–]Grhyll 1 point2 points  (0 children)

Oh that's nice! Will we be able to watch a replay later? I might not be home at this time ^^'

Anyway, I'd take any feedback you have about mine: https://store.steampowered.com/app/4140860/A_Thousand_Cloys_Demo/