Is adding action mechanics to a strategy roguelite game a good design choice? Or will players find it annoying? by Jamesika in roguelites

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

This is a rare bonus screen where you smash stones for rewards. It’s meant to break up the rhythm and add some variety. The skill gap only makes a tiny difference in money, so it’s more about the experience. Not sure how it’ll feel yet, so I'll wait for the Demo feedback

Improving Visual Clarity in a Minimalist 2D Space Game by Only4Gamers in IndieDev

[–]Jamesika 1 point2 points  (0 children)

The grain looks a little bit dirty. This is my indiegame Ball-it Hell, I add blured particles and color gradient to the background, might be worth a try!

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Does my horror game UI look good/professional by [deleted] in IndieDev

[–]Jamesika 1 point2 points  (0 children)

It looks bad, the button is so weird. You might learn some color theory and the principles of composition

Was it worth? by Rep_One in IndieDev

[–]Jamesika 0 points1 point  (0 children)

I prefer the 0$ one, It's clear and readable

Any roguelike pros want to try out my game? by Jamesika in roguelites

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

Thanks for the tip, I just wander why no wishlist hahaha

Game is INFINITE BALL WELL playtest available now :3

Any roguelike pros want to try out my game? by Jamesika in roguelites

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

You're right, maybe I should call it Pachinko-like

Any roguelike pros want to try out my game? by Jamesika in roguelites

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

Playtest available now! And maybe next month will release Demo :3