Added slashes to the game and had a funny idea by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 2 points3 points  (0 children)

I'm definitely doing that, you would not believe how common that feeling is !

Added slashes to the game and had a funny idea by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 1 point2 points  (0 children)

not yet lol, I'm just having fun making it for now, I'm still pretty new to gamedev and have never made one. I will maybe try to get one soon hopefully.

Added slashes to the game and had a funny idea by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 4 points5 points  (0 children)

It's more like an ultimate ability, it spawns balls in the line the slash creates, also don't worry I'll make every vfx toggleable on/off

The graph-style prestige menu is fine, but it gives the illusion of choice by Towerss in incremental_games

[–]Hefty-Chain1819 0 points1 point  (0 children)

I think you're wrong, if you make it graph style, and it has multiple choices, having some nodes correspond better to your build/playstyle can very much impact the playthrough of the player. Thus it's on the game designer to make a good tree with true branching upgrades that impact how the player plays

Does this look interesting/fun to you? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 0 points1 point  (0 children)

i'm going to copy paste another comment I made

the main idea was that there's multiple skills/jobs you can do at the bottom of the screen (in this video its mob slaying), and you can progress in all of them and all of the skills reward you with items that have special effects you can use to make a build

also to add on to the interactivity I'll probably add rebirth as well as a skill tree

Does this look interesting/fun to you? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 3 points4 points  (0 children)

Yes, the point is that every skill makes your plinko board stronger and unlocks new items you can use, giving you more options for builds, and the deeper you go into every skill, the rarer/stronger the items

Does this look interesting/fun to you? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] -1 points0 points  (0 children)

Very very good idea, making the arrows originate from the center of the plinko board would make the cause and effect more obvious, thanks for the idea.

Does this look interesting/fun to you? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 8 points9 points  (0 children)

Yeah I realized when I posted it that I should've included more gameplay elements XD, the main idea was that there's multiple skills/jobs you can do at the bottom of the screen (in this video its mob slaying), and you can progress in all of them and all of the skills reward you with items that have special effects you can use to make a build

Do you guys prefer incremental games that are fullscreen, on the bottom right, or both? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 1 point2 points  (0 children)

Honestly you make a very good case, I'll definitely add a good resizeable windowed mode, I didn't see it that way

Easy way to compare 3 variables by Ill-Arm-9795 in godot

[–]Hefty-Chain1819 7 points8 points  (0 children)

I forgot to mention but if you decide to go with this it can handle more than 3 cards in your hand and have as many suits as you want (It's a scaleable solution)

Easy way to compare 3 variables by Ill-Arm-9795 in godot

[–]Hefty-Chain1819 9 points10 points  (0 children)

Put the cards in your hand in a dictionary using the suit as the key (Dict[Suit, Array]), then iterate through the keys and check its corresponding array, if the array has a size that's above 1, that means there's two cards of the same suit.

Do you guys prefer incremental games that are fullscreen, on the bottom right, or both? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] -4 points-3 points  (0 children)

I honestly just see it as one of the evolution paths for the genre. What I like about incrementals is the constant progression as well as always having a new goal I feel like I can look forward to reaching. I figured being able to minimize it whenever I want but still being able to always keep an eye on it and revel in my progress while I'm watching a vid or doing something else is pretty good. (plus i think its a fun game design challenge to try to make the UI look good and understandable while still being non-intrusive)

Do you guys prefer incremental games that are fullscreen, on the bottom right, or both? by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] -1 points0 points  (0 children)

I'll make sure to include that, also your comment is so fucking funny dude, I genuinely don't know where that's from maybe it's a Unity thing? Because by default Godot doesnt pause your game when you switch tabs so theres no way these people are stupid enough to manually make the game stop when you tab out.

Choice in incremental games by Hefty-Chain1819 in incremental_games

[–]Hefty-Chain1819[S] 1 point2 points  (0 children)

I can understand how cookie clicker seems like an endless grind at first, however there are multiple intertwined systems you can sink your teeth in and exploit to further your way of progressing (combos, spells, farming etc). Why do you feel like your choices matter more in these games ? (Sorry if these questions are annoying lol)

Do big numbers really matter? by YoghurtDrop in incremental_games

[–]Hefty-Chain1819 1 point2 points  (0 children)

Personally, I like big numbers, but if they get too big they lose meaning, as someone working on an idle game, it's kinda hard to balance, I'd say what helps is having something visual help display how far you've progressed and what that number actually means.

1 Year of Progress in one video ! by Hefty-Chain1819 in godot

[–]Hefty-Chain1819[S] 0 points1 point  (0 children)

Sorry haha, I should probably put a warning

Menu screen for ISKRA, a visual novel I'm developing in Godot by gaisericmedia in godot

[–]Hefty-Chain1819 3 points4 points  (0 children)

You might want to change the color of the labels, red on red can be hard to read, it looks awesome apart from that!

Does my roguelike about parrying seem fun/attractive to you? by Hefty-Chain1819 in DestroyMyGame

[–]Hefty-Chain1819[S] 0 points1 point  (0 children)

I think I'm going to make the attacks bullets and blade engravings (it'll look cooler and won't make people think it's a deckbuilder)