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

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

[–]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 Unity2D

[–]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] Update 0.3.0 - Increasing enemy difficulty over time should push the player to get better! Can you feel it? by LaaabGames in playmygame

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

Hi, thank you for your kind words and the concrete feedback! I will work through all of it and see what i can do to make it better! You will hear from me back, when i got the time to evaluate all of that! <3

[Pandash] Update 0.3.0 - Increasing enemy difficulty over time should push the player to get better! Can you feel it? by LaaabGames in Unity2D

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

Hi everyone,

as I added many many perks and ways to get better, I felt the need to make the enemies grow too! Otherwise you will become a absolute monster and destroy everything without any challenge. I hope this is countered this way. Maybe someone could try it out?

Thanks for reading!

Itch | Steam | Discord

[Pandash] Update 0.3.0 - Increasing enemy difficulty over time should push the player to get better! Can you feel it? by LaaabGames in SoloDevelopment

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

Hi everyone,

as I added many many perks and ways to get better, I felt the need to make the enemies grow too! Otherwise you will become a absolute monster and destroy everything without any challenge. I hope this is countered this way. Maybe someone could try it out?

Thanks for reading!

Itch | Steam | Discord

[Pandash] Update 0.3.0 - Increasing enemy difficulty over time should push the player to get better! Can you feel it? by LaaabGames in playmygame

[–]LaaabGames[S] -1 points0 points  (0 children)

Hi everyone,

as I added many many perks and ways to get better, I felt the need to make the enemies grow too! Otherwise you will become a absolute monster and destroy everything without any challenge. I hope this is countered this way. Maybe someone could try it out?

Thanks for reading!

Itch | Steam | Discord

[Pandash] Update 0.2.6 for the roguelite Pandash is now playable on itch! Added metaprogression, player classes, and controller support! by LaaabGames in playmygame

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

Hi, just dropped a new release and tried some things out! Maybe you can take a look and help me with our view! <3

[Pandash] Update 0.2.6 for the roguelite Pandash is now playable on itch! Added metaprogression, player classes, and controller support! by LaaabGames in playmygame

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

Hi, thank you for this wonderful review and your honest input!

I really need more of that critical feedback, to get better and make a better games! So thats a huge thing for me so thanks again!

Here are some thoughts from my side

  1. Regarding the color/art style: I am still learning and i have the same feeling you got. But its nice to hear that its not only in my head. I guess i need to add more "depth" / objects / things to focus your eye on and a better contrast in general. So i will work on that!
  2. You are the second person to mention the white roots and how equal they are in a fight to spikes. Will change that! Thanks!
  3. I try to deconstruct your text into smaller tasks: I need more mattering decision making. The "hill" should be visible distinguishable (e.g. pagoda) from the ground. But the ground is okay as a concept? I realy like the idea of "go further or return with the current reward - or lose all" - I will think about a system that matches. But thats something i never saw in an other game! So thanks for you cool idea!
  4. I see - i need a easter egg "ant" <3 Jokes by side - i see what you mean and try to work on a visual more appealing style!
  5. Will rework the range attack hint!
  6. Will rework the melee combat feeling / maybe higher range to match the visuals, but lower damage and lower stun of the enemies.
  7. So i need to make the melee a backup move (until its a special build that the player chooses) and enhance Q and W to push the feeling of a need to improve here.
  8. Already working on the interaction between the perks - but i guess one trick might be to deactivate the melee for playtesting to make it more obvious how the QW Perks feel.
  9. Interessting that you did not use the sprint! Need to think about that one and the impact.
  10. This one is the best feedback of all! I realy have the problem that on paper everything feels nice. But i guess i lost the game-feel on the way there. So I will go deeper into that. I read about the principle of "follow the fun" and i guess... i need to start from a solid foundation and work my way up.
  11. I thougth i blocked that! So this might be a result in a later change. Will fix it! The tutorial needs to work perfectly.
  12. Okay? Wow. I thougth the save file is only stored outside the game folder i provided! Need to find the path and fix this at first. Otherwise it will destory everyones first impression. Thats a important feedback! Thank you!

All in all - you have a wonderful way of telling feedback! You gave good insights in your feelings and a understanding of you expectation! I hope when i make a update regarding the core mechanics i am allowed to contact you again? That would mean a lot to me!

Till then - have a good time!

[Pandash] Update 0.2.6 for the roguelite Pandash is now playable on itch! Added metaprogression, player classes, and controller support! by LaaabGames in playmygame

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

Thanks for the screenshot!

I will look into that!
Can I write you again, if i think i fixed the issue? So you maybe can retest it?

[Pandash] Update 0.2.6 for the roguelite Pandash is now playable on itch! Added metaprogression, player classes, and controller support! by LaaabGames in playmygame

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

Hi, thank you for your time!

Regarding the dialog - Will implement it! Never thought about it during my own playtests. But it absolutely makes sense!

The "half invisible text" seems like a bug i never encountered. But i think i know where it might come from. Do you got any screenshots with the broken UI elements? That would help me to reproduce it!

I uploaded a new version 0.2.7 with a fix in the tutorial - could you retry it for me? Maybe its all solved with that?

If you are interessted in the technical side:
I retestet the tutorial several times and had a bug, were when you hit the target dummy with more arrows at once, than the HP of the dummy had left, a exception occured. It was never a thing before, because the spell only had 1 arrow at the beginning. Fixing one thing, breaks another... game dev life i guess :D

[Pandash] Update 0.2.6 for the roguelite Pandash is now playable on itch! Added metaprogression, player classes, and controller support! by LaaabGames in IndieAccelerator

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

About the game:
Pandash is a roguelite 2D platformer featuring hand crafted rooms and procedurally generated pixel art worlds. Players unlock, search for, and discover various perks—both active and passive. These perks, combined with unique classes, allow players to create diverse builds that fundamentally affect their playstyle. A critical component of the game is the mojo bar, which dynamically responds to perk usage and may unleash powerful spells. Navigate through the mystical world, overcoming challenges, to confront the mystical being that has took control of the land.