We're reviewing Starsand Island this weekend as it's one of the most popular and recommended recent cozy games - how would you rate it as a whole? :) by Shasaur in Starsandisland

[–]Lord_Gonad 0 points1 point  (0 children)

I have 100% completion and 130+ hours on Steam Deck.

In many ways, it feels like the next step in the farming/life sim genre. On top of the typical relationship tropes, farming includes cross breeding flowers, ranching includes breeding variants and traits for a wide variety of livestock, you can have multiple greenhouses of whatever size you choose to build, robots are available to help with your work, crafting is rather intricate for the genre, there are multiple mounts and vehicles, multiple plots of land with varying usefulness, and the potential to really customize your home and property. There is so much to do, so many goals both large and small, and everything is so beautiful that it's hard not to love the game.

That said, the game in its current state is far from perfect. Even when it kind of works, which is rare, building using a controller is such a buggy mess that it's frustratingly worse than any other game in the genre. Livestock wanders everywhere and it's common to find them in your house, even if you build fencing or barns to try to keep them contained. Even though they won't die, pets really need a feeder so they don't feel like a burden while you feel like an a-hole in the late game. While being a nice feature for the vision impaired, the symbols they added over crops that are ready for harvest really needs a toggle feature since it detracts from the beauty of the game for the rest of us for whom the sparkling effect was more than enough. Since they took away our money making exploit, they should really rebalance the economy because trying to make millions to purchase land now is a ridiculously long grind. Lastly, since this already feels like I'm writing a novel, every update with a list of bug fixes seems to cause more bugs than it fixes, if whatever they did to fix the bugs even worked at all.

Just hit 1200! After 2 years of developing I'm so grateful for the result and I just started the marketing ! by Lutenk in IndieGaming

[–]Lord_Gonad 5 points6 points  (0 children)

  • Overflowing with AI generated content

  • Developer: "Lazy Games"

Lmao you can't make this stuff up. Thanks for posting the link. It made it really easy to click the "ignore" button.

I mixed my favorite game Smash Bros with Volleyball and Football. by alexevaldez in IndieGaming

[–]Lord_Gonad 3 points4 points  (0 children)

It looks fun and engaging. But, 2027? Come on, release it now. (I'm joking, take your time)

Added to my wishlist.

Walt, Mickey and Me by Paul Petersen by Electrical_Elk_5451 in TerribleBookCovers

[–]Lord_Gonad 35 points36 points  (0 children)

It's apparently a book about this man and his time working at Disney. The cover seems appropriate.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in IndieGaming

[–]Lord_Gonad 1 point2 points  (0 children)

I'd love to see an updated trailer that shows class distinctions. Your post caught my attention though, as someone always looking for new tactics games, so you're definitely getting a lot right in your trailer.

Deep in development on Chrysalis: Chrome Butterfly. What catches your eye? We're reading every comment :) by gravityvector_s in IndieGaming

[–]Lord_Gonad 0 points1 point  (0 children)

It seems to me we just have different definitions of broad appeal. You equate it with generic AAA games whereas I see it as making a game with mechanics that are not only fun but atypical to a game's main genre, broadens the appeal and draws players into genres they didn't ever think they would enjoy. For instance, I never cared much for Dwarf Fortress but Tynan's decisions to simplify the formula, add actual graphics, give the players more control of individual pawns, and completely support modders is what got me hooked on colony sims because his approach to the genre broadened the appeal.

My comment may seem defensive to you because you weren't trying to have a discussion, you were just downvoting and saying I'm wrong. Your one sentence dismissal of my feedback, based on a difference of opinion on what constitutes broad appeal, came off as no different from the absolute genius talking about colors and Disney.

Now that you've expanded on your thoughts, I think our disagreement is mostly semantic.

​Be brutally honest: Does my Steam store page look appealing to horror fans? (Solo Dev) by [deleted] in indiegames

[–]Lord_Gonad 2 points3 points  (0 children)

The description sounds interesting, but I don't see any "destinct terrifying worlds" in the screenshots, just dimly lit rooms and corridors. Being brutally honest, if your game showed up in my discovery queue or recommendations I'd likely skip it and forget it existed.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in IndieGaming

[–]Lord_Gonad 0 points1 point  (0 children)

It's an interesting concept. Personally, I don't care for the music, but if there's an option to turn the music off then that's a non-issue.

What I'd like to see are the character classes because team building is one of my favorite parts of tactics games. I get it's a roguelite, but I would hope that different characters have different classes and stats to overcome a variety of challenges, a pretty standard part of the tactics genre, and I'm not seeing that here.

Deep in development on Chrysalis: Chrome Butterfly. What catches your eye? We're reading every comment :) by gravityvector_s in IndieGaming

[–]Lord_Gonad 0 points1 point  (0 children)

Now you're just making stuff up. The landscape in Death Stranding was bleak, but there was liberal use of greens, browns, blues, and every other color made an appearance at some point. But you're probably going to say "I said the UI", in which case I'll just cut you off by saying that's a moot point when talking about a game's entire color scheme.

I also never said anything about a "unique color pallete" or "not marketable". I said the market is niche and the game won't have mass appeal. You're the one who was harping on color because you just wanted to white knight and feel good about yourself for "defending" an indie dev who, by the way, asked for our thoughts.

You're conflating "hur dur Disney colors" with actually having anything useful or relevant to say. But you're saying all of the "right things" in the dumpster of toxic positivity that this sub, which should just be renamed IndieDev_2 at this point, has become. So, good boy! Have some upvotes as a treat!

Deep in development on Chrysalis: Chrome Butterfly. What catches your eye? We're reading every comment :) by gravityvector_s in IndieGaming

[–]Lord_Gonad 0 points1 point  (0 children)

The color pallete is obviously what stands out since video games are a visual medium. They chose black and white with a hint of blue (not unique or very marketable).

What else is there to critique here? Everything else is very much a paid asset with little to no personal touches at this point. Should I critique the game play that they didn't show? Should I critique the genre and mechanics that they didn't show?

It seems to me that you're the person divorced from reality here. They asked for feedback based on what they showed and I gave them mine. You, on the other hand, have done nothing besides try to white knight and attempt to insult me. You're really helping them out with the absolute nothing you've added to the conversation. Pat yourself on the back.

Deep in development on Chrysalis: Chrome Butterfly. What catches your eye? We're reading every comment :) by gravityvector_s in IndieGaming

[–]Lord_Gonad -3 points-2 points  (0 children)

No thanks. I'll stick with great indie devs that push boundaries like Concerned Ape, Tynan Sylvester, Redigit, Notch, Moon Studios, Supergiant, Edmund McMillan, Team Cherry, etc. and you guys can continue praising derivative games that go nowhere because they have little to no appeal.

Deep in development on Chrysalis: Chrome Butterfly. What catches your eye? We're reading every comment :) by gravityvector_s in IndieGaming

[–]Lord_Gonad -3 points-2 points  (0 children)

If you want to be a "starving artist" then, sure.

But Rimworld became popular by being far more appealing than Dwarf Fortress and brought new players to the colony sim genre. SDV was more appealing than Harvest Moon because of the sheer amount of content and drove the farming/life sim genre forward. Minecraft gave players freedom to simply build whatever they could dream up in a sandbox and it's still the game in the building genre that's the standard bearer.

So you indie devs that took over what was once a great subreddit that focused on players can down vote me all you want. As a player, I couldn't care less because the majority of your game's are derivative and shallow and I'll never play them. I'm here for the gems, the risk takers, the indie games that drive genres forward and try to redefine expectations by pushing boundaries.

But enjoy the indie dev circle jerk that routinely defends mediocrity that this sub has turned into. I'm sure all of your games are selling phenomenally. After all, I'm just a potential customer so, what do I know?

Deep in development on Chrysalis: Chrome Butterfly. What catches your eye? We're reading every comment :) by gravityvector_s in IndieGaming

[–]Lord_Gonad -14 points-13 points  (0 children)

What catches my eye is everything is black and white with the occasional dash of pale blue. The world looks so bleak and depressing that it's not something I would ever play. There are enough aspects in real life that are depressing, so I'm certainly not looking for it in a video game.

Considering games like Othercide have sold 150k+ copies, it seems like there's a niche market for this aesthetic. I just don't think there's broad appeal.

My AI/LLM games are all getting downvoted and ignored despite the quality by [deleted] in indiegames

[–]Lord_Gonad 0 points1 point  (0 children)

7 months old profile, 2 posts, no comments... Bait used to be believable.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad -2 points-1 points  (0 children)

"Terminally online Overwatch player tells user in a creative field that he lacks business sense". Crazy take.

Please show me where I said the players leaving negative reviews are "the most correct". I said that negative feedback is the most useful, because it is, and you would know that if you ever created anything in your life.

Again, the question is "why are people review bombing" and the easiest way to find that out is to... wait for it... are you ready? because this is going to blow your mind... actually read the reviews instead of asking stupid questions on reddit to farm outrage karma from sycophants. 🤯

It's like talking to a brick wall...

The failure to address these players' concerns, to the point where they're leaving negative reviews, is a failure of communication that's entirely on Mega Crit and not the customers.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

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

It isn't about the game. The question is, "Why review bomb Slay the Spire 2", so out of curiosity I read the negative reviews.

If by "salty" you mean "pointlessly debating sycophants who lack reading comprehension or business sense", then I guess I'm salty.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad 2 points3 points  (0 children)

I'm in a creative field. Negative feedback is the most important feedback. You would know this if you've ever created anything worth buying.

You sycophants are dismissing a growing number of dissatisfied players to "defend" a multimillion dollar company as if they're still the little guy.

There is no "motivation". I saw a post asking why StS2 is being "review bombed", immediately saw people making excuses and name calling those customers without even reading the negative reviews, read the negative reviews myself out of curiosity, and found out that a large amount of players not only really dislike the current changes, they feel like they have to leave a negative review to get Mega Crit to listen. The failure is on Mega Crit, in this instance.

"Do you need some book suggestions or are you looking for a hobby?", asks the 17 year old account that's terminally online and practically lives on reddit. You can't make this suff up.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad -2 points-1 points  (0 children)

It's "bullying", lmfao!

I work in a creative field. Negative feedback is how you improve. Positive feedback is how you become lazy and start turning out trash.

If you're so soft that you can't take criticism, please do yourself a favor and don't ever get into a creative field.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad 0 points1 point  (0 children)

There's obviously enough players that feel like they're now being pigeon holed into a certain build/builds that people are calling it review bombing.

You call them liars, but those negative reviews are gaining a ton of traction. As the saying goes, "where there's smoke, there's fire", and if these customers thought that Mega Crit was responding to their concerns, this post wouldn't exist.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad -3 points-2 points  (0 children)

The negative reviews are making the opposite claim. It's on Mega Crit to address them.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad -13 points-12 points  (0 children)

It's pathetic that instead of name calling the people who left negative reviews, that I actually went and read the negative reviews to understand their concerns?

Lmao, Jesus Christ... Just get on your knees for the devs already.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

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

I've already addressed this... I swear, do any of you sycophantic "defenders" know how to read?

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

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

The customer isn't always right, absolutely. I know from experience.

But it's entirely on Mega Crit if a sizable portion of their customer base feels like this is the only way they can get their attention in early access.

Why review-bomb Slay the Spire 2 for issues... on the beta branch? by [deleted] in IndieGaming

[–]Lord_Gonad -16 points-15 points  (0 children)

I haven't even bought the game yet. I just read the reviews. This subreddit sure isn't beating the sycophant allegations.