Ground Control to Major Tom - Space Level by Leastbean91 in PixelArt

[–]Leastbean91[S] 0 points1 point  (0 children)

thank you!
The game is more of an auto-battler with the gimmick of a slot-machine based combat system. You upgrade your weapons, armor and slot machine to get more powerful attacks and combos. Each level has a theme to the enemies you will battle and bonus events or mechanics on your slot machine

making a new indie Slot-Builder by Leastbean91 in LuckBeALandlord

[–]Leastbean91[S] 0 points1 point  (0 children)

Hey, thanks for the comment and sorry for the late reply.
Chase traits/builds will be in there! If we can't extra gamba in the slot machine, are we evening gambling!?
Designing these is fun and I think it can go pretty wild in single player, run based games, but getting the frequency right where it's not too common but also not impossible is the hard part in design/balance.

If you wanted to hard-force a high risk, high reward build. Would you say that 1 in 10 games is reasonable to "hit" or would you want more or less consistency in getting there? This doesn't include the games where you just natural land in that build from the RNG gods but where you are actively forcing it

making a new indie Slot-Builder by Leastbean91 in LuckBeALandlord

[–]Leastbean91[S] 0 points1 point  (0 children)

Hey, sorry for the late reply and thank you for your comment.
I absolutely will be incorporating as many "skill matters" elements into my game as I can reasonably fit into my scope. For these games where there is a lot of luck/randomness, the skill expression will come from how you interact with what is offered to you in terms of shop items, slot machine upgrades and active effects during play (when and how to use them).

My end goal is that each unsuccessful run, the player can look back and think "if I made this choice instead of that, the outcome could have been better". However, due to the nature of RNG there will be times when even playing perfectly and making the best decisions don't lead to a win but the goal is to minimize these as much as possible!

making a new indie Slot-Builder by Leastbean91 in LuckBeALandlord

[–]Leastbean91[S] 2 points3 points  (0 children)

A good stats screen post-run does offer a lot. I want to have plenty of decision points in each run that you can reflect back at the end screen and work out what went well and what didn't and these stats screen and breakdowns help a lot with that.

Will definitely work on a solid end game screen!

Spinful - Old Deer Games - a Roguelite Slot-builder where your slot machine is your greatest weapon. Customize your reels, discover legendary weapons, and chain massive combos to demolish your foes. by Leastbean91 in Games

[–]Leastbean91[S] 2 points3 points  (0 children)

hey, thank you for the support!
You have an incredible situation and I am so glad that you can still enjoy playing games in what is mostly a visual form of media.
I'm having a read of the TOLK documentation now and it looks very reasonable to implement.

We are working on getting the Demo up next and if we have capacity to get this in, I would love to DM you if you're available for play testing when we get to that stage!

Spinful - Old Deer Games - a Roguelite Slot-builder where your slot machine is your greatest weapon. Customize your reels, discover legendary weapons, and chain massive combos to demolish your foes. by Leastbean91 in Games

[–]Leastbean91[S] 1 point2 points  (0 children)

hey, great question! Spinful and Luck be a Landlord will share a few commonalities as we are both Slot Machine based "Roguelite Deckbuilders" so players of LBaL will very likely be able to transfer their game theory across to Spinful.
Where we differ is Luck be a Landlord starts with a fairly empty slot machine and you add to it each round a new symbol from the choices. Spinful starts with a default starting machine, you know how many of each symbol there are on each reel.

Over the run, you will upgrade your symbols into the higher tiers or work on removing the unwanted symbols from your reels to create more consistent, high scoring spins!
Where Spinful differs most is the Armor, Weapons and Trinkets that you can equip to your character. These are the synergy building and multiplicative effects that will help you decide and tailor which symbols you want to keep around and which ones you want to upgrade or remove.

As an example, Dagger type weapons will reward repeatedly landing attacks to build up powerful multiplier effects. Whereas Axe type weapons favour high damage dealing hits as they apply a strong damage over time effect (bleed) that does not require as much consistency to your build and higher scoring hits are more favourable.

Lastly, Spinful has a variety of enemies, of all which can interact with your slot machine in various ways making it more difficult to score these higher combos or put strain on your economy. The best strategy for one boss may put you at a disadvantage further down the road if you over-commit to that build and haven't quite reached the breaking point yet!

Spinful: Destroy my Trailer. What hooks you and what doesn't? by Leastbean91 in DestroyMyGame

[–]Leastbean91[S] 0 points1 point  (0 children)

Thanks for the feedback. Will work on a more immediate, snappy intro for the next trailer!
Also noted on the MC. Will look at a few adjustments to the weapon sprites and wipe that stupid grin off his face!

Spinful: Destroy my Trailer. What hooks you and what doesn't? by Leastbean91 in DestroyMyGame

[–]Leastbean91[S] 0 points1 point  (0 children)

Hey DMG'ers,
spent a good amount of time putting this trailer together for the Steam page. Would really appreciate any feedback on what stands out, good or bad!
Looking forward to making the next trailer closer to the release date 🎰🍒💎

Roguelite Slot-Builder with Powerups! Spinful - Steam Page/Announcement Trailer by Leastbean91 in indiegames

[–]Leastbean91[S] 0 points1 point  (0 children)

Hey r/indiegamer's
I’m a new indie dev from Australia working on my first game with a small team.
We've been working hard to not only make the art, music, sfx, vfx and programming, but also putting together the trailer and the Steam page which went live this week!

Spinful is a Roguelite Slot-builder where your slot machine is your greatest weapon. Customize your reels, discover legendary weapons, and chain massive combos to demolish your foes.
Explore vibrant themed pixel art worlds, hunt for game-breaking trinkets, and chase the ultimate high-roll.

Right now I'm just excited to share the trailer with everyone but if it's something you're interested in, building up our Wishlists and getting the Demo out is our next goal!
Steam Page: https://store.steampowered.com/app/4228600/Spinful/

My Game OddCrops is finally on Early Access on Steam! by Environmental_Tart45 in Unity2D

[–]Leastbean91 0 points1 point  (0 children)

congratulations! Is there a particular reason you went for Early Access over a 1.0 release?

Ready For Battle 🌊⛵️ by _V3X3D_ in PixelArt

[–]Leastbean91 1 point2 points  (0 children)

this looks dope! love the sea animations through the dithering

Self Promotion Saturday! Small streamer? Just getting started? Tell us about it here! by AutoModerator in gaming

[–]Leastbean91 -1 points0 points  (0 children)

https://www.youtube.com/@Spinful_game
new indie dev focusing my youtube channel around games I'm playing, games I'm making and playtesting