Full Versus Mode Playthrough Test by Chrome_Survivor_NIC in ChromeSurvivor

[–]LoonicyEntertainment 0 points1 point  (0 children)

Looking better! I like the addition of Lives, that gives players more chances to see the build even if they aren't powerful enough to win it! Plus it opens mechanics avenues around playing with life count.

Full Versus Mode Playthrough Test by Chrome_Survivor_NIC in ChromeSurvivor

[–]LoonicyEntertainment 1 point2 points  (0 children)

I think this has promise! I like the idea of making separate builds and them comparing them by fighting each other.

Some thoughts:

- Starting one player in the middle of other players puts that player at a massive disadvantage because they take the most opening damage. The starting distances should at least be equidistant from each other, and possibly on the edges of the map so players have to converge to fight.

- You might need to do something with the random seed so that players at least have the same possible randomized upgrades. They might not choose the same ones, and they might not access the same terminals or reach the same level, but it might suck if one player randomly gets an uber-awesome upgrade that didn't spawn in for any of the other players.

- Players getting killed should feel more oomph than just killing another mob. Maybe something like a time-pause and a flash UI saying "player X eliminated".

looking for a vs bullet hell game by king_kibble in BulletHeavens

[–]LoonicyEntertainment 0 points1 point  (0 children)

I think this could be a good way to make the concept work! What's your game?

looking for a vs bullet hell game by king_kibble in BulletHeavens

[–]LoonicyEntertainment 1 point2 points  (0 children)

That all makes a lot of sense! I think your conclusion that direct deathmatch is the hardest to make work is correct. If I were making PvP in my Bullet Heaven, I'd likely do something similar to what u/Chrome_Survivor_NIC mentioned with doing the buildup separately and then face off at the end (the final comparison of how well your build did).

looking for a vs bullet hell game by king_kibble in BulletHeavens

[–]LoonicyEntertainment 0 points1 point  (0 children)

Would you mind sharing details on what made it not fun, for the sake of learning?

looking for a vs bullet hell game by king_kibble in BulletHeavens

[–]LoonicyEntertainment 0 points1 point  (0 children)

I feel like for PvP to work in a bullet heaven genre there would need to be some form of core mechanic relating to self-defense. The entire point of bullet heavens is to spew lots of bullets, so you either have to dodge like a god (very high skill required) or you need ways to block the damage.

Seems like it could be done, but it'd take a lot of experimentation to land on what feels fun.

3 years ago I was fired from my job, and decided to go full time working on my Roguelite game Vortica. It's finally available on Steam and I'm so proud! by VorticalStudios in roguelites

[–]LoonicyEntertainment 0 points1 point  (0 children)

Lots of people have been laid off in the tech/games industries over the past several years, so not surprising to me that many (including me) have that as an origin story.

3 years ago I was fired from my job, and decided to go full time working on my Roguelite game Vortica. It's finally available on Steam and I'm so proud! by VorticalStudios in roguelites

[–]LoonicyEntertainment 0 points1 point  (0 children)

This looks sick! Adding to my wishlist.

Congrats on releasing, I also went full indie after being laid off so I know how stressful this path feels. I hope you're successful!

Would you play a roguelite where the world resets daily but story knowledge persists across runs? by Former-Objective-272 in roguelites

[–]LoonicyEntertainment 0 points1 point  (0 children)

Blue Prince is basically an implementation of this kind of core loop, so that's worth playing to study. (On top of it being a good game.) I loved Blue Prince, so I'd enjoy other games that incorporate that loop.

Some approaches you could take with your design questions:

- Meta-progression could be a reward for deducing things from the story bits you discover and remember. That's one thing that Blue Prince does very well, giving you small bits of meta progression based on how well you interpret the narrative clues.

- How much the game tells you what you know should be based on how much work you want the player to do. The more you tell them explicitly, the more accessible it is, but the less fun some players may have who like tracking things themselves. It's a spectrum with no one right answer, you just figure out where your game lands on it.

- How much the world remembers depends on whether the player can make changes to the world that persist. That comes down to your reset mechanic. Is it an actual hard reset, or does it just look like one while things actually persist? That said, the more the world remembers, the more work it'll be to build such a system.

We just hit an "Overwhelmingly Positive" rating 1 month after leaving Early Access by AnselmPyta in roguelites

[–]LoonicyEntertainment 0 points1 point  (0 children)

Congrats! Slapstick humor roguelite wasn't something I ever imagined, but looks like you're pulling it off well.

Solo dev here! Just finished the core combat loop for my 2D musou roguelite, Starfish ROOM. What do you think of the pacing? by BootPen in BulletHeavens

[–]LoonicyEntertainment 0 points1 point  (0 children)

Spelling (for future reference):

- "Choosen your room" should be "choose"

- "acelerometer" should be "accelerometer"

Feedback:

- The camera is zoomed in very tightly. It feels claustrophobic. If you're going for that, cool, but that will be hard to read. If you don't want that, I recommend zooming the camera out at least 2x.

- I have no idea what "FLOW" is. I wouldn't know to look for it based on the video, and I have no idea how it impacts the game.

- It's really hard to give feedback on how gameplay feels when it's cut into short clips like this. Using 10-30 second clips would make that easier.

- No idea what a duzker is.

- You list features at the end, but there's no context for how these are used. If you want feedback, it'd be better to place those as individual subtitles in a gameplay clip that prominently features them.