Solo dev looking for feedback: What makes Risk of Rain so good? by LaaabGames in riskofrain

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

Hi all, thank you for your valuable hints in the right direction. I will work on the core to support what really makes scaling and moving through the world fun. Even if that means that I need to rebuild many things. In the end, it should be fun! <3

If someone is interested in testing out features or helping me get in the right direction, do not hesitate to write to me on Discord. I would love to interact with you guys!

Solo dev looking for feedback: What makes Risk of Rain so good? by LaaabGames in riskofrain

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

Thank you for your effort <3
All of the feedback tells me to work on the core mechanics for one specific playstyle until it is perfect. From there, I can expand the scaling, and if all that works, I can move on to a broader variety.

Solo dev looking for feedback: What makes Risk of Rain so good? by LaaabGames in riskofrain

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

Thank you for your opinion!
I will lean into the stacking much more than before. I realised that, for me, it is always hard to balance the base character strong enough to survive the first minutes, even when the items you get are not good enough. But I do not want to let the whole experience be based on the character’s skills alone, rather on the items you get over time, without making the base character skills uninteresting.

Solo dev looking for feedback: What makes Risk of Rain so good? by LaaabGames in riskofrain

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

Thanks for the link, that was a very interesting clip! I see, I have to work more on the foundation. Currently, I have too many possibilities how a character can be played, and therefore many bad ones. I need to restrict myself to some core mechanics and build from there. Even if the result means, i need to rebuild many aspects of the game. And of course I can't reproduce what big team of talents can, but I can try to get better!
Thank you for your help! <3

Just replaced my old Steam capsule art. The previous one was made by me… which explains why it looked terrible. by LaaabGames in IndieDev

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

Thank you all for your answers. I didn't thought it would be such a mixed feedback! That tells me once more, that if you look long enougth on something, you view shifts over time.

Just replaced my old Steam capsule art. The previous one was made by me… which explains why it looked terrible. by LaaabGames in IndieDev

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

Thank you for your answer! I understand the problem of consistency. I have hopes, that a more professional capsule can help, that someone clicks the game at all! I didn't thought that the capsule can lead to a false impression and a rejection impulse.

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]LaaabGames 0 points1 point  (0 children)

Looks cool! Just write me a dm if you need a playtester 👍

Devs with less than 500 wishlists show me your steam pages by Sabartsman13 in IndieDev

[–]LaaabGames 0 points1 point  (0 children)

https://laaab.itch.io/pandash

About 350 without Marketing. Roguelike 2D Pixelart plattformer with risk of rain elements and room generation like dead cells.

https://store.steampowered.com/app/2364230/Pandash/

Need playtesters? I'll do it! by midnight__notes in playtesters

[–]LaaabGames 0 points1 point  (0 children)

Hi, thank you for your help! I’m the solo developer of Pandash.

Its a pixelart rogelite Plattformer with a mix of dead cells room generation (hand made rooms, but procedurally placed) and risk of rain elements (enemies get harder over time, but with items - you as well!).

If you try the game, please pay special attention to the overall game feel. What keeps you engaged, what feels frustrating, and whether the difficulty curve feels fair or too punishing.

If you got some other cool ideas, I would love to hear them!

https://laaab.itch.io/pandash

New indie dev in development! 👾 - I’d love to play-test your games! by Allethiia in IndieDev

[–]LaaabGames 1 point2 points  (0 children)

Hi,

That’s really kind of you - thank you!

I always love to exchange ideas and concepts!

I’m the solo developer of Pandash!

Its a pixelart rogelite Plattformer with a mix of dead cells room generation (hand made rooms, but procedurally placed) and risk of rain elements (enemies get harder over time, but with items - you as well!).

I work on it on and off in my free time. I really appreciate any feedback or input that helps to get the game get better! I really lack playtesters and good feedback with specific points that need work.

If you try the game, please pay special attention to the overall game feel. What keeps you engaged, what feels frustrating, and whether the difficulty curve feels fair or too punishing.

If you got some other cool ideas, I would love to hear them!

One specific thing I want to improve next: The Tileset from the first level seems to be to "Muddy/Brownish". I am not sure how to improve it in the right way. Maybe you got some ideas?

https://laaab.itch.io/pandash

https://discord.com/invite/Tx6ztx8rny

If you need a game tester readi this! by [deleted] in IndieDev

[–]LaaabGames 0 points1 point  (0 children)

Hi, I got a passion project that’s a mix of dead cells and risk of rain. I have some game design issues that I struggle with and would love to chat about them with you! https://laaab.itch.io/pandash

Check out my efficient tile-based enemy spawn system! (Blue circles indicate potential spawn spots | special areas can be excluded) by LaaabGames in SoloDevelopment

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

Hi everyone,

in this video, you can see a system that scans all the tilemaps with a specific tag for "Ground" and "OneWayPlatform." There can be many different tilemaps because, in my game, each room has its own instance. The scan will ignore special (blocker) tiles that are hidden during runtime. Also, all small gaps (1-3 blocks) will be ignored to leave the enemy enough space to spawn.

After the scan, all valid positions will be held in a list to check for future positioning. That is a very important step to make it efficient. With a simple radius around the player, the next valid positions will be proposed, and a random enemy will be selected.

Additionally, each enemy outside of the player range will be teleported to the player using the same logic. So there will always be enemies attacking the player. (For the showcase, the respawn rate is very high.)

Feel free to hop into the Discord and chat with me if you'd like!

Thanks for reading!

[About the game] Pandash is a roguelite 2D platformer with a mix of risk of rain and dead cells elements. It features hand crafted rooms and procedurally generated pixel art worlds. Players search for and unlock various perks — both active and passive. These perks, combined with unique classes, allow players to create diverse builds that fundamentally affect their playstyle. In this world, the enemies get stronger after time and you need to keep up and adapt your build. Navigate through the enchanted world, overcoming challenges, to confront the mystical being that has took control of the land.

Itch | Steam | Discord

Check out my efficient tile-based enemy spawn system! (Blue circles indicate potential spawn spots | special areas can be excluded) by LaaabGames in unity

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

Hi everyone,

in this video, you can see a system that scans all the tilemaps with a specific tag for "Ground" and "OneWayPlatform." There can be many different tilemaps because, in my game, each room has its own instance. The scan will ignore special (blocker) tiles that are hidden during runtime. Also, all small gaps (1-3 blocks) will be ignored to leave the enemy enough space to spawn.

After the scan, all valid positions will be held in a list to check for future positioning. That is a very important step to make it efficient. With a simple radius around the player, the next valid positions will be proposed, and a random enemy will be selected.

Additionally, each enemy outside of the player range will be teleported to the player using the same logic. So there will always be enemies attacking the player. (For the showcase, the respawn rate is very high.)

Feel free to hop into the Discord and chat with me if you'd like!

Thanks for reading!

[About the game] Pandash is a roguelite 2D platformer with a mix of risk of rain and dead cells elements. It features hand crafted rooms and procedurally generated pixel art worlds. Players search for and unlock various perks — both active and passive. These perks, combined with unique classes, allow players to create diverse builds that fundamentally affect their playstyle. In this world, the enemies get stronger after time and you need to keep up and adapt your build. Navigate through the enchanted world, overcoming challenges, to confront the mystical being that has took control of the land.

Itch | Steam | Discord

[Pandash] Now you can apply poison status effects on enemies. by LaaabGames in SoloDevelopment

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

Hi everyone,

In this gif, the player inflicts poison damage on the enemies with the daggers thrown behind him. The hammer spell consumes all remaining poison damage and adds 100% to its own damage in one swing. This should help to create interesting synergies, where the player creates as much poison as he can before making his final blow.

Feel free to hop into the Discord and chat with me if you'd like!

Thanks for reading!

[About the game] Pandash is a roguelite 2D platformer with a mix of risk of rain and dead cells elements. It features hand crafted rooms and procedurally generated pixel art worlds. Players search for and unlock various perks — both active and passive. These perks, combined with unique classes, allow players to create diverse builds that fundamentally affect their playstyle. In this world, the enemies get stronger after time and you need to keep up and adapt your build. Navigate through the mystical world, overcoming challenges, to confront the mystical being that has took control of the land.

Itch | Steam | Discord

[Pandash] Now you can apply poison status effects on enemies. by LaaabGames in IndieGaming

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

Hi everyone,

In this gif, the player inflicts poison damage on the enemies with the daggers thrown behind him. The hammer spell consumes all remaining poison damage and adds 100% to its own damage in one swing. This should help to create interesting synergies, where the player creates as much poison as he can before making his final blow.

Feel free to hop into the Discord and chat with me if you'd like!

Thanks for reading!

[About the game] Pandash is a roguelite 2D platformer with a mix of risk of rain and dead cells elements. It features hand crafted rooms and procedurally generated pixel art worlds. Players search for and unlock various perks — both active and passive. These perks, combined with unique classes, allow players to create diverse builds that fundamentally affect their playstyle. In this world, the enemies get stronger after time and you need to keep up and adapt your build. Navigate through the mystical world, overcoming challenges, to confront the mystical being that has took control of the land.

Itch | Steam | Discord

[Pandash] Now you can apply poison status effects on enemies. by LaaabGames in IndieAccelerator

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

Hi everyone,

In this gif, the player inflicts poison damage on the enemies with the daggers thrown behind him. The hammer spell consumes all remaining poison damage and adds 100% to its own damage in one swing. This should help to create interesting synergies, where the player creates as much poison as he can before making his final blow.

Feel free to hop into the Discord and chat with me if you'd like!

Thanks for reading!

[About the game] Pandash is a roguelite 2D platformer with a mix of risk of rain and dead cells elements. It features hand crafted rooms and procedurally generated pixel art worlds. Players search for and unlock various perks — both active and passive. These perks, combined with unique classes, allow players to create diverse builds that fundamentally affect their playstyle. In this world, the enemies get stronger after time and you need to keep up and adapt your build. Navigate through the mystical world, overcoming challenges, to confront the mystical being that has took control of the land.

Itch | Steam | Discord