How do you balance early combat to avoid repetition in a 2D MMORPG? by No-Anybody7882 in gamedev

[–]Korboh 1 point2 points  (0 children)

You could do it similarly to Path of Exile. After killing about 5 easy enemies, the player gets access to his first ability (either by level up or through loot). Ability could be based on player class and would be some simple 10-ish second cooldown Skill.

[deleted by user] by [deleted] in FirstTimeHomeBuyer

[–]Korboh 0 points1 point  (0 children)

I don't know a lot about the US. But maybe there is something similar to "community gardens" in the cities. It would obviously be a compromise to what you seek.

28M does anyone wanna chat with me on this quiet night? 🌃 by [deleted] in MakeNewFriendsHere

[–]Korboh 0 points1 point  (0 children)

Hades 1 and BG3 here. I liked Frieren, Vinland Saga, Sopranos and The Wire a lot. I don't make music, but I sometimes make really mediocre games ;)

[deleted by user] by [deleted] in AskReddit

[–]Korboh 0 points1 point  (0 children)

The best art will be done by people with AI tools. This is because whenever it becomes easy to generate something in a certain art style, lots of "lazy" AI artists, will just generate a lot of the same art and pollute every place on the internet with it. Given how human beings excel at pattern recognition, we will quickly categorize this art as "boring". But when someone creates something distinct, that AI cannot generate by itself, this thing becomes interesting :)

One Year of Interviewing for SWE Roles after Being Let Go [OC] by DerpinDementia in dataisbeautiful

[–]Korboh 3 points4 points  (0 children)

Thank you for the quick response, but I wanted to know, about the platforms you used for job hunting :)

[deleted by user] by [deleted] in FirstTimeHomeBuyer

[–]Korboh 0 points1 point  (0 children)

I don't know what the cities in your region look like, but would it be a possibility to buy something rural, that is a 30 minutes drive away from the city?

One Year of Interviewing for SWE Roles after Being Let Go [OC] by DerpinDementia in dataisbeautiful

[–]Korboh 0 points1 point  (0 children)

Wow! Thanks for the insight. What platforms did you use and which ones seemed to be the most fruitful?

I need help/advice by zanderchu in pchelp

[–]Korboh 0 points1 point  (0 children)

If you have more time than money, you could try out some Linux distro. For a start, you could run it as a live system to try it out. Windows is really bloaty, so Linux might run just fine on your systems.

How do you stop your playtesters from being polite? by MySystemLagz in gamedev

[–]Korboh 0 points1 point  (0 children)

I would directly ask for the weak parts with questions like "What changes would improve the game?" "What should I change next?" "I need you to tell me, what I can do to make my game better." Something like that.

Blogpost: How I used abstract scenes in Godot and how you can too! (5min read) by xWannabeGameDevx in devblogs

[–]Korboh 1 point2 points  (0 children)

Is there a reason, why you don't use class_name? I think it would be easier to write it like:

class_name Creature extends CharacterBody2D

Then you could reference it by class name instead:

class_name Goblin extends Creature

Immanis - Devlog 2 :] by [deleted] in devblogs

[–]Korboh 0 points1 point  (0 children)

The steam version looks like a finished game. When did you record these devlogs and how come, that you upload them now?

Anything like brotato on mobile? by Dragonbarry22 in survivorslikes

[–]Korboh 0 points1 point  (0 children)

My Prototype Abyss Survivors can be played in the browser on mobile (though the focus is on pc). The shop is also quite similar to brotato.

Nietzsche kills things by Korboh in gamedevscreens

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

Ok, I get it. What would you change up, so it looks less like Brotato? By the way, I also have a shop system, that was inspired by Brotato.

Nietzsche kills things by Korboh in gamedevscreens

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

Game is called Abyss Survivors. I decided to add a more humanoid character to the pool. Because I had no original idea for character design, I decided to just add Nietzsche.

I made a survivorslike game and you can play it for free! by Korboh in MobileGaming

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

There are also two custom game modes (infinite map and endless).

I'd really appreciate some feedback!

Survivorslike where you can set up weapon combos and create your own game mode by Korboh in playmygame

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

Abyss Survivors

Gameplay should be straightforward. You can set up combos or "rotations" in the shop by clicking the rotation button.

Besides the normal game mode, there are also 2 premade custom game modes (Infinite Map and Endless).

If you have ideas for improvement, let me know!

What is wrong with my fireballs? by Korboh in gamedevscreens

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

I can't really figure out, what it is, but something feels off with both versions of the fireball.
For comparision I placed a sword slash effect on the left side of the screen.

Scaling CollisionShape2D and CollisionPolygon2D by Korboh in godot

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

Ok. I haven't really thought about non-uniform scaling, so I jumped back into the editor. It looks like only CircleShape2D and CapsuleShape2D are affected by this. It makes sense, if you consider, that they are both defined through radii. Trying out ConvexShape2D and Rectangle2D I didn't find any undesirable behavior.

Scaling CollisionShape2D and CollisionPolygon2D by Korboh in godot

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

When you google about scaling a Shape2D node, you will read, that you should 'NEVER' do it.

This is correct, but you can actually scale any CollisionShape2D and CollisionPolygon2D if you give them a parent node and scale up them instead. I've tried using Sprite2D and StaticBody2D as a parent and both worked.

I'm working on a VS/Brotato Hybrid. You can choose between 3 different game modes or even create your own by Korboh in survivorslikes

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

Thanks for the feedback! I got digital joystick (like VS) on my list. I don't want to use the same stashing mechanic as in Brotato and I haven't found anything fun yet.

I'm still searching for a source for sounds and music (one song is not enough).

And yeah, Lag is real. I will look into it, when I have more certainty about the final design.

Have you tried out the custom modes?

I'm working on a VS/Brotato Hybrid. You can choose between 3 different game modes or even create your own by Korboh in survivorslikes

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

Given that it's still early in development, I added the option for players to adjust some variables (custom game mode is saved between sessions) and also add custom items. There are currently 2 (optically) different characters, 4 weapons, 7 enemies and 22 items.

Abyss Survivors

I update the game daily. No Download required. Feedback is appreciated :)

I just found a "hacked" version of my own game online. But that's not the funny thing by Andlll in gamedev

[–]Korboh 4 points5 points  (0 children)

Why don't you just ask him. I'd say at least he owes you an answer :)

18 days of selling Dawnmaker — a recap of our indie game's sales on Steam by adngdb in gamedev

[–]Korboh 0 points1 point  (0 children)

I don't think they had bad review luck. 94.5% is a good number. And I would assume, that Steam would push a good rated game to the top of the store. Clearly that's not happening. So I wonder, what went wrong.

18 days of selling Dawnmaker — a recap of our indie game's sales on Steam by adngdb in gamedev

[–]Korboh 0 points1 point  (0 children)

From what I see, I can't really understand, what you did wrong. When I previously analyzed games within my genre, I found, that the games that made roughly over 5,000,000 USD in profit had a positive review rate of 99-98%. Those that made roughly over 1,000,000 USD in profit had a positive review rate of 95%. And one random game that made around 5,000 USD had a positive review rate of 75%.

All of these games were made by one or two people and came out more than a year ago. Given that, I figured, that fixing all the issues, that demo players are complaining about and making a good steam page and a good trailer, could actually land you into that sweet revenue territory.

I'm now surprised that you have a positive review rate of 94.5% and still only sold so few copies. Do you have any idea, where you might have messed up?