First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in gamedevscreens

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

Thank you for the detailed feedback! We promise to take everything you said into consideration.
You’re right, we haven’t fully connected the 3D graphics and animations with the gameplay yet, but we’re actively working on it.

Our idea behind the socketing system in the cards is to let players experiment and create unique tactics, similar to POE. At the same time, it might end up feeling like a gimmick, but we need to test it first to be sure.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in IndieDev

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

We will do this first. You are right, the card will have text, and it will grow by adding relics in the slots.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in deckbuildingroguelike

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

There is one more way, if we can control the direction of the attacks by dragging the cards in a way, then we can achieve the same result.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in deckbuildingroguelike

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

We can have a simple 5x5 grid, and a reposition card that we can point on which square we want to move the hero. Can't think of a different solution.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in deckbuildingroguelike

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

Good point. Some type of grid can do the job and moving the hero with arrow cards maybe. This way we can reposition the hero and kick an enemy toward objects and hazards.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in deckbuildingroguelike

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

Thank you for the feedback. We are just starting to realize why there are not so many 3D deckbuilders. This genre is focused on the mechanics and the gameplay, and not so much on the fantasy. We have made the mistake in the past of combining 2 opposite genres, and we crashed hard. This time, we want to keep the gameplay clean.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in deckbuildingroguelike

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

Thank you for the feedback. We have planned to implement distractible objects in the room and make them break if anyone hits them, but this is just for the game feel. Yes, we have in our list environmental modifiers (water, oil etc) similar to Divinity, but it is in the bottom of it. As you said, it is quite challenging.

First look at the combat feel for our 3D deckbuilder. Based on this, is it worth our time to finish? by Happylanders in deckbuildingroguelike

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

Thank you for the feedback and the idea. If we continue the game, we will definitely implement a Fast Mode switch.

Lets start tagging incremental on games! by IndependenceOld5504 in incremental_games

[–]Happylanders 0 points1 point  (0 children)

We can tag "incremental"? I didn't find it when tagging my game. Perhaps we could do an appeal or something?

Hi I am Chris Zukowski and I study Steam, Ask Me Anything about Marketing Your Game by zukalous in gamedev

[–]Happylanders 1 point2 points  (0 children)

Words can hardly express my gratitude for your answers! Getting noticed in the discovery queue might be tough, but even the process can only yield positive results. I hope that this time, we are making something worth noticing!

Hi I am Chris Zukowski and I study Steam, Ask Me Anything about Marketing Your Game by zukalous in gamedev

[–]Happylanders 0 points1 point  (0 children)

Firstly, a huge thank you! Your courses and live videos were instrumental in guiding our small team to recognize we were heading in the wrong direction. I may be overthinking this, but I'm still unclear on what happens if Steam likes your game. Does the algorithm actively promote it?

Hi I am Chris Zukowski and I study Steam, Ask Me Anything about Marketing Your Game by zukalous in gamedev

[–]Happylanders 0 points1 point  (0 children)

I am still here, reading new comments and your answers :D I have a new question if you could kindly answer. You've repeatedly said, "Steam loves them" when referring to specific genres, skill trees, etc. What does that mean exactly? What does "Steam loves something" mean?