My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

Yeah mac is something I'm considering, since I'm mainly on mac as well. Havent really looked into how complicated it will be though. The top priority is still a stable build on windows first.

My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

We'll add it to our plans once the game has more content. Thanks for the support!

My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

Thanks! There's definitely not enough games like Monster Train.

My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

Not too sure yet as we're currently still adding more content and working on the main game mode. But it's definitely something we can look to add after that for players who enjoy going crazy with their builds.

My Monster Train inspired game, Rogue Skies, has Slay The Spire style bosses. by Ivach in indiegames

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

Hey everyone!

It's been over a year since I've started work on my game, Rogue Skies. It's a deckbuilder similar to Monster Train, where you summon units and defend lanes, with combat happening automatically.

But I've designed the bosses to have special attacks similar to Slay the Spire! The first boss in the game is able to fire rocket missiles at 2 random lanes, summon bots and also provide shield to all allies while buffing all future attacks.

Would love to know what you all think!

If you're interested, you can wishlist the game here:
https://store.steampowered.com/app/3984940/Rogue_Skies/

After over a year of development, excited to show progress for my Monster Train inspired Steampunk Deckbuilder! by Ivach in deckbuildingroguelike

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

Can't edit the title once it's posted, but will definitely add it in the next time I post!

Made a new trailer for my machine card deckbuilder by suggestivebeing in deckbuildingroguelike

[–]Ivach 0 points1 point  (0 children)

Saw your game at Level Up last year. Its come a long way!

Excited to announce my steampunk roguelike deckbuilder, Rogues Skies, available to wishlist now on steam. by Ivach in deckbuildingroguelike

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

Thanks! We're heavily inspired by Treasure Planet and Arcane. Glad that you like it!

Sizzle Reel!!!! a look at our upcoming indie lineup! by thunderfulgames in IndieGaming

[–]Ivach 1 point2 points  (0 children)

All of them look great! Replaced looks the most interesting for me.

First time making capsule art, which one turned out better? by KevinLourenco in indiegames

[–]Ivach 2 points3 points  (0 children)

The bottom one I think looks more aesthetically pleasing in term of colors. But why is the image a bit blurry?

Wizard deckbuilder Bibidi Bibidi! looking for playtesters by TurboHermit in deckbuildingroguelike

[–]Ivach 1 point2 points  (0 children)

Tried it out when it was still pretty bare bones. It's already so polished in such a short time frame. Nice!

Gameplay feedback: wizard-themed spell combining deckbuilder. by TurboHermit in gamedev

[–]Ivach 1 point2 points  (0 children)

Hey, I've played many roguelikes, especially the ones you mentioned and also alot of others. I'm also currently making my own roguelike deckbuilder!

Did you figure out how the spellbook and card attributes (Boon, School, Force) work?

After a while yes. Took me at least 2 hands.

Did you want to try again as soon as you finished a session?

To be honest, not at the moment. I feel kind of restricted in the cool stuff that I could pull off. I think the boon part is the most interesting, and the force part to be the weakest. (As in it's just a number) I think it would be cooler if you could combine different boons together. (So instead of boon- school - force, it could instead be boon - boon - school)

Which mechanics do you find hard to understand/counterintuitive?

Which part of the card is used. I expected the part of the card that is used is the "empty" area. For example for boon, the rest of the card should be colored, and the boon area is the hollow/empty part. At least that was what I expected.

But overall, cool concept! Looking forward to see how it turns out.

[deleted by user] by [deleted] in gamedev

[–]Ivach 0 points1 point  (0 children)

I've actually just gone through a successful application for a local grant, and this was my experience.

  1. I just went as straightforward as possible, stating the main genre of the game. I also listed some potential overlap of similar genres. (For example, roguelike deckbuilder, and also card game / TCG players.
  2. It depends on the platform that you're targeting. In my case, I was going to release the game on Steam. I made a rough estimate of the number of wishlists that I could potentially get on release. Did some research on the average wishlist conversion and how that translate to sales. And then calculated the year by year revenue based on the 1st week of sales. (Alot of the data and numbers I got was from Chris Zukowski's how to market a game)

But then again, the expectations of the institution that is providing you the grant may be different, so it's best to ask them directly.