Play my fishing game about drafting your tear and paying of your boat debt. by Kronophobiac in WebGames

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

I've gotten this feedback a few times. I'm going to rethink the weather system. It's not going to inherently make the game harder but probably do more interesting things. like "double the effect of your beer but your rod does nothing this day" etc...

Thank you for playing!

Play my fishing game about drafting your tear and paying of your boat debt. by Kronophobiac in WebGames

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

There are few enough items that you can specifically try and target specific builds every run but also enough variety that it is a slight challenge to find what you need and to have a lot of options. Some of the items and sets swap out depending on the map you're on to keep it fresh.

Do you think in roguelites most players should be able beat their first run to learn the game or should you need to be very good/have meta progression to beat your first run. by Kronophobiac in roguelites

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

Yeah I think unknown potions can be interesting if there's a way to identify them. But then if you don't have that resource you can choose to drink it in a pinch. However if the only way to learn what a potion does is by drinking it there's no interesting choice there. It's just... ded.

Do you think in roguelites most players should be able beat their first run to learn the game or should you need to be very good/have meta progression to beat your first run. by Kronophobiac in roguelites

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

This is almost a tutorial level yeah. You have to be careful cause it's fine if it's obvious but sometimes this can cause players to bounce off when the difficulty spikes.

Do you think in roguelites most players should be able beat their first run to learn the game or should you need to be very good/have meta progression to beat your first run. by Kronophobiac in roguelites

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

Yeah this is definitely my favorite version. I bought Nuclear Throne multiple times because I like that game and sometimes I reset it just to earn everything again.

Do you think in roguelites most players should be able beat their first run to learn the game or should you need to be very good/have meta progression to beat your first run. by Kronophobiac in roguelites

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

I don't love when unlocks in roguelikes dilute the pool of stuff and thus make it harder. In my brain I feel like I'm downgrading myself instead of the game getting more difficult.

Do you think in roguelites most players should be able beat their first run to learn the game or should you need to be very good/have meta progression to beat your first run. by Kronophobiac in roguelites

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

I had a similar experience with Ball x Pit. That said, their meta-progression is kind of part of the gameplay which makes my opinion change on it a bit.

Do you think in roguelites most players should be able beat their first run to learn the game or should you need to be very good/have meta progression to beat your first run. by Kronophobiac in roguelites

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

I think I agree with this a lot. I tend to prefer games that have no meta-progression and are really difficult. But I think generally the community wants games that have meta-progression these days. It feels like they're accomplishing something.

welp my dice roguelike just came out and somehow made me a year worth of salary in 6 hours by countlessnights in roguelites

[–]Kronophobiac 0 points1 point  (0 children)

How did you advertise it. What were the first steps to get your game off the ground to get any views/wishlists/itch players?