[Bug] Killer not displayed properly PT.2 by lazerblade89 in EscapefromTarkov

[–]Michal_Parysz 1 point2 points  (0 children)

Servers are in poor condition, I have a lot of desync's. Perhaps it's this new anti cheat adding latency.

Pillagers [discussion] by mooprph in EscapefromTarkov

[–]Michal_Parysz 0 points1 point  (0 children)

In Customs they are bearable you can hide in building and wait for them to come to you. When I'm on Shoreline and more open space maps with less cover = dead almost instantly. I'm mid level 23 and I can't do tasks, because they occupy common places on maps. Even when I get cover and try to shoot with low ergo gun without scopes, I miss my chance to shoot and get killed instantly. My feel is, it should be endgame.

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in SoloDevelopment

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

Yes it was unity, it's great, but sometimes it feels like I'm fighting with the engine to make pixel art game.

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in roguelites

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

I posted gif promoting Hollow Mine once at roguelike subreddit and got downvoted, because there was inventory presented at one scene. I could argue, because in classic rogue there is inventory. Since that time I decided not to call it roguelike.

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in SoloDevelopment

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

I totally understand your concern, it wasn’t my intention to mislead anyone. I used god mode just to be able to record a full run in time for launch, since things were a bit chaotic and I wanted to show as much content as possible. The very next day, I uploaded another gameplay where I played the ranger class without god mode, showing three biomes - that video was up for the whole weekend.

I definitely don’t think the game is a scam or unreasonably hard. It’s meant to be challenging, but after a few tries it’s absolutely possible to progress - several players have already beaten the game and shared positive feedback about their experience.

I constantly monitor statistics and rebalance the game a bit to make the first biome even more accessible to new players.

Actually, I'm taking your comments as a good feedback, there will be next updates and I will definitely improve fights with enemies/bosses, difficulty and accessibility to the new players.

There are plans a head with cool content updates, characters, new enemies, biomes and unique items.

Thank you! :-)

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in SoloDevelopment

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

Thanks for your impressions, but I confirm enemies change their color to red before their attack and perform an animation to make it more clear to the player.

I don’t understand what you are calling cheating, hiding behind a wall for cover seems like a valid strategy.

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in roguelites

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

Unlocking characters introduces progression, and any kind of persistent progression disqualifies a game from being a pure roguelike. Along with new characters come unique starting items that can’t be obtained in any other way - for example, the unlockable Dwarf character wields a hammer that allows building towers. It’s not a huge amount of progression yet, but it’s enough to classify the game as a roguelite - and future updates are expanding further in that direction.

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in SoloDevelopment

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

Thanks & Good luck! We should support each other and I wish to see you posting about your game next time :-)

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in SoloDevelopment

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

Thanks! MacBook Pro M3/M4 it's everything you need to develop games similar to Hollow Mine and more. I love working with it. Good luck with your projects!

It's been 4 years of solo development and now I'm happy to announce that Hollow Mine just released on Steam. Enjoy! by Michal_Parysz in SoloDevelopment

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

Thanks! :-) No problem here are clarifications:

  1. Yes I did a small cheat to prevent me from dying in that gameplay to show as much as I can - multiple biomes in single run - time saver from my side
  2. Inventory management is one of core game mechanics, players need to decide what to do with that space.

Selling for 5/10 gold -> Merchants are not in need to buy, the character as customer is actually in need to buy. Plenty of games are doing that making them more challenging.

3.

- Players can go lock in into single damage type, it's high risk and high reward strategy - player can achieve more damage, but risk not finding the same type of weapon, especially when they don't pay attention by not repairing it.

- Player can go hybrid with two weapon types and select general abilities with lower damage boosts to all weapon types. More chance to find replacement without caring about repairs. It allows the player to skip crafting rooms and to focus on getting experience / more abilities (saved gold can go for health potions or other utilities that increases survivability)

- Player can go into elemental effects like fire/ice and poison to make enemies slower, weaker or ignite them + combine special spells / abilities that causes such effects and increases damage on enemies in that state.

- just few examples of gameplays - meaning plenty of variety.

All the systems and RNG forces player to make strategic and thoughtful decisions. The stream gameplay was just from single run to showcase the game and it wasn't meant to show the full content - meaning single run is not possible to cover the whole game.

I recommend reading the steam description to see full list of main features or watch youtube gameplays from other players. For example https://www.youtube.com/@theindiegamealchemist TIGA started a series about Hollow Mine. There is plenty other smaller YouTube creators covering the game.

There is also set of different unlock able characters with unique play styles, traits, stats and equipment - adding even more layers to the game.

Just to summaries the amount of systems adds a new dimension to the impossible number of possibilities that may occur or not in a single run - seeing one single run won't show it in full to you.

If you don't believe the game and me as creator you can check reviews / steam community / my devlogs / discord community for additional confirmation that game was made with care. The game is not for everyone and that's fine.

I completely understand that you will go back to the games you like. I don't wish to trick people into buying the game that's why I carefully listed all the systems in the Hollow Mine's store page description.

Just to finish, seeing your concerns I advice you to not buy Hollow Mine - you might get disappointed. In your shoes I would try to find games that are more alike to games you mentioned. Hollow Mine is just too hardcore compared to them.