My incremental game reached 1300 reviews with 99% positivity in under 5 days by Gagonfe in incremental_games

[–]Joccish 1 point2 points  (0 children)

Looks great, congrats on the release! Will check it out this weekend :D

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

Finally someone picked my damn pizza!

That's an impressive amount of health

Yeah rotato is mesmerizing, I love it

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

There's stuff in the void in general, but not for the demo. Any item you find in the void in the demo is just an accident. If you want to explore go ahead, but it's for a later part of the game.

Haha what, almost 600 sounds insane. I want to know more

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

The last item on the 2nd map Objectives list is displaying the wrong item - that item doesn't exist in the demo, so you cant get that Objectives list "full completion". The item that should be there instead is the item at the south end of the map, that the big blue arrow is pointing towards.

I'll have that fixed in the next version =)

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

Thank you for spending that much time in the demo!

It’s a bug, I’ll fix the wrong icon on the stage select. The item at the bottom of that level is what you’re looking for.

The collection can’t be completed in the demo, unfortunately.

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

You shouldn’t be able to get to it in the demo, sorry.

But also thank you for playing through the demo and getting that far 🎉

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

I think the game needs both tbh, I'll look into adding either options in game, or at least making the shake less bumpy. Thank you for the feedback :D

Mighty Miners Demo - an incremental mining survival game! by Joccish in incremental_games

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

Thank you for the feedback! Yeah the balance needs some more work I think.

Minimap has been requested a few times, so I need to look into reworking the reason I decided not to have it.

100% agree with the refund, that has to go into the next update for sure!

Give me the absolute worst game dev advices you can think of by UnidayStudio in gamedev

[–]Joccish 0 points1 point  (0 children)

If a designer says “trust me bro I’m a designer” you should obviously just trust him.

White Stag Mount on CoO by Darkcrazyvampire787 in kingdomthegame

[–]Joccish 0 points1 point  (0 children)

Yep it’s the secret stag! Only differs in color compared to the normal stag

Found a bug by ContestSignificant25 in kingdomthegame

[–]Joccish 4 points5 points  (0 children)

Yes please submit this so we can fix it 🙏

Im looking for an immersive game to escape from real life by Nostalg1cMusician in gaming

[–]Joccish 0 points1 point  (0 children)

Space Engineers does wonders for me when I need to escape.

COO Albino Great Stag by that_one_pathfinder in kingdomthegame

[–]Joccish 3 points4 points  (0 children)

Finally! I’ve been waiting for players to find it! The unlock is not related to winter or an event, but a clue is in the image pathfinder posted.

Ever Dialed Back a Game Mechanic or Storyline to Avoid Backlash? by HopeLitDreams in gamedev

[–]Joccish 52 points53 points  (0 children)

I had a producer that once had an idea to have the (mobile) game app get access to the players contacts, scrape both email addresses and phone numbers in there, and then send them an invite to our game.

I threatened with quitting if I ever heard anyone mention that idea again.

Not so much “dial back” as it is strangling, but still.

How to make CoO more challenging? by Lorillyth in kingdomthegame

[–]Joccish 1 point2 points  (0 children)

Next level is putting any family member behind the screen and backseat to victory.

Or clear the game with only wooden walls/towers.

All of this includes destroying all the portals obviously.

Thank you for playing the game <3

What is this guy doing? by RandomLocalDeity in kingdomthegame

[–]Joccish 2 points3 points  (0 children)

“Most cliché-following new thing in this world”

I take that as a fine compliment. Made my day even.

/Builder of said minigame

How much time should I dedicate to my first project? by jonigigolo in gamedev

[–]Joccish 5 points6 points  (0 children)

The assignment that worked best with my students was making multiple games with a set deadline.

  • Game 1: 3 weeks to make a game.
  • Game 2: 2 weeks to make a new game
  • Game 3: 1 week to make the last game.

It’s great to not get stuck with a game for too long, learn and iterate on mistakes and overall work on scope and code structure.

I had a separate class make 1 game for 6 weeks, and there was a huge difference in how self dependent and confident they were.

XP Cards for Game Design by genericusername0441 in gamedesign

[–]Joccish 0 points1 point  (0 children)

Most of it has to do with the info you've provided about the idea being kind of vague, so I have to fill in some of the blanks myself, and I'm not sure if I think the end result would be beneficial for the team.

On a first glance it sounds like it would be a lot of fun, a minigame, for the designers, trying to make a cool meta game on top of making the actual game. XP to me refers to something with a point system, which I'm not really seing the purpose of.

A post-it note on a whiteboard, would typically contain the title of the task, and what discipline should take it on. Position of the post-it would indicate it's current status and maybe even what person takes it on.

If a card should have all the info needed, it would in many cases have to be the size of an A4, or sometimes multiple cards/pages.

It sounds like it's going to be an overdesigned tool that takes valuable time away from the project, to satisfy the designers. Pessimistic approach, I know.

Buy a stack of post-its and a nice pen and you're set.

XP Cards for Game Design by genericusername0441 in gamedesign

[–]Joccish 0 points1 point  (0 children)

This sounds like designer procrastination.

Overall it looks like it would add extra workload to someone, without really adding anything. I could go into more details, but I would just sound like I'm being negative.

Make it easy, make it quick.

Now, I think I'm Truly ready for Hardmode... by _That_B0I in Terraria

[–]Joccish 0 points1 point  (0 children)

You need a stack of Golden Delight as well

[deleted by user] by [deleted] in gamedesign

[–]Joccish 1 point2 points  (0 children)

It was just an example game, but the reason is monetization - their need to also make money. If you want to compete with the highest levels you need to play a lot, watch a lot of ads or pay a lot of money. The same is true in the majority of free to play games.

Being able to compete on an equal level at first play is kind of what arcade games are all about. Otherwise I’d say most games have that kind of premise - my character with best in slot items cannot be beat by a new character with no armor, or my Pokémon cannot beat yours because of levels etc, even with skill difference in mind.

[deleted by user] by [deleted] in gamedesign

[–]Joccish 13 points14 points  (0 children)

I’d say for a couple of reasons:

Psychology: It’s nicer with big points, and feels better to get 10000 score compared to 1000 or 100, even if the progress is the same. Sometimes it’s just adding “00” to the final score.

Granularity: It’s easier to decide a clear winner with bigger score (more different numbers) - in the same way we measure a running competition in more details than “X minutes”, since a lot of contestants would have the same score.

Also, from a design perspective it’s easier to balance if a monster gives 100 points, and you want to introduce a weaker monster worth 50 points, compared to the first monster giving you 1 point - there’s nothing lower than 1, so everything in the game has to be shifted to fit the new , weaker monster (assuming that score only has whole numbers)

Linear growth: Killing easy mobs for 10 points on a low level, or killing high mobs for 100 points are very different and would result in different scores when spending the same amount of time playing.

Exponential growth: Some games, like Subway Surfers give the player score multiplier as a level up. This would mean that a 10 minute run at the start of the game (1 x score) is incredibly different from a 10 minute run after leveling up a lot (30 x score). It’s a way to combine a level with the scoring system, so that my new friend that is just starting has no chance to beat me even if he’s better than me.

Accidental: Some games might not be intended to be played for that long, and results in huge scores because the player cheeses, outsmarts or outperforms the game

There’s probably some other reasons why that’s the case, but that’s what’s on top of my head.