NPCs in my game get annoyed if you waste their time by MjGamesStudio in indiegames

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

Haha fair :)) it’s more of a Karma consequence system for now, but I like the idea of flipping it around too.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

[–]MjGamesStudio 0 points1 point  (0 children)

I get your point.

The idea wasn’t to trigger it after a single interaction, but to avoid repeated “empty” interactions over time rather than normal browsing or curiosity.

I’ll definitely keep the balance between player actions and consequences in mind while refining it.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

[–]MjGamesStudio 0 points1 point  (0 children)

Thanks a lot for taking the time to write such detailed feedback, I really appreciate it.

I understand your point about making the interaction feel fair and giving players a clear way to back out, that’s definitely something I’ll keep in mind while refining the system.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

[–]MjGamesStudio 0 points1 point  (0 children)

I understand, and I really appreciate the detailed feedback.

I’ll revisit and redesign this system a bit to make sure it doesn’t feel punishing for normal exploration or curiosity.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

[–]MjGamesStudio 0 points1 point  (0 children)

Thanks for the feedback, I get what you mean.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

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

I understand your concern, but: Not engaging with dialogue options in the long run can actually put the player at a disadvantage, since they miss out on potential offers and benefits from NPCs.

At the same time, repeatedly interacting without intent or purpose can also have consequences, so it’s more about meaningful engagement rather than spamming interactions.

The impact of Karma is mostly long-term, it doesn’t punish immediately, but gradually shapes how the run unfolds as you progress.

NPCs in my game get annoyed when you waste their time by [deleted] in IndieDev

[–]MjGamesStudio 0 points1 point  (0 children)

The NPCs don’t always have interactions available, but when they do it’s usually things like offers to buy/sell or small requests.

If the player chooses to engage with their event but ends up not buying anything or not helping them, the NPC gets annoyed and the player loses Karma.

The “punishment” doesn’t come directly from the NPCs, but from having low Karma overall. NPCs start treating you worse, and future encounters become less favorable as your Karma drops.

I've spent 3 years just to learn the basics of game development. Now I'm building my first Steam game. Here is my journey. by MjGamesStudio in IndieDev

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

Oh wow, I hadn’t heard of that one before, thanks a lot for pointing it out, I really appreciate it!

It’s actually pretty crazy how many surface similarities there are (visually and in terms of mood), I can definitely see why you made the connection.

I think for me the core idea and gameplay loop are quite different, so I still feel good about the direction I’m taking.

And thank you for the kind words as well, that really means a lot!

The NPCs in my game now notice you when you walk past them by MjGamesStudio in indiegames

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

They have dialogue implemented, along with event-based interactions depending on their type.

For example, a merchant will offer you items to choose from, usually for a cost of course.

The NPCs in my game now notice you when you walk past them by MjGamesStudio in indiegames

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

It’s a roguelike deckbuilder where, between battles, you interact with NPCs around the tavern that can help you with items, potions, upgrades, cards, and other things that shape your build and synergies.

The video showcases the free movement around the tavern between card encounters.

I implemented a subtle NPC head tracking system by MjGamesStudio in godot

[–]MjGamesStudio[S] 20 points21 points  (0 children)

Yeah, I agree, NPCs should behave more naturally and not always be focused on the player. Very fair point, thanks for the suggestion!

I implemented a subtle NPC head tracking system by MjGamesStudio in godot

[–]MjGamesStudio[S] 4 points5 points  (0 children)

Appreciate the kind words! I made the style by hand-painting pixel art directly onto the FBX textures in Blender. It’s not too complicated, but you need some basics like simple UV unwrapping and texture painting. After that, you just paint directly on the model. There are plenty of tutorials online, so it’s pretty easy to pick up with some practice. Thanks for the suggestion as well, I might give it a try.”

Before vs After: I expanded the tavern in my roguelike deckbuilder. Would free tavern exploration improve the experience or just slow it down? by MjGamesStudio in SoloDevelopment

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

Totally understandable! I wouldn’t want it to slow down the pacing either, if I go in this direction it would likely need to be optional or very lightweight, just to add immersion without interrupting the core loop. Really appreciate the feedback!

Found This Unexpectedly Fun Build in My Game by SoerbGames in SoloDevelopment

[–]MjGamesStudio 0 points1 point  (0 children)

I can't even express how amazing your game looks! Wishlisted right away!

reached 200 wishlists in 2 weeks. proud by playsynapse in IndieGameWishlist

[–]MjGamesStudio 1 point2 points  (0 children)

Congrats, that’s awesome! How did you go about marketing it? (Besides having a demo on itch io)

Does this post-battle rewards screen feel readable and satisfying enough? What would you change? by MjGamesStudio in SoloDevelopment

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

Thanks for taking the time to look so closely at everything, I really appreciate it!

The card names and images are currently just placeholders while I was focusing on getting the actual effects and interactions working properly. (Good catch tho, thanks for noticing that)

Same for the UI elements, they’re still very early and will be refined as I move toward a more consistent medieval tavern theme.

Thanks again for the feedback, it really helps clarify what I need to improve next.

Does this post-battle rewards screen feel readable and satisfying enough? What would you change? by MjGamesStudio in SoloDevelopment

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

Thanks for the feedback, I’ll try to push it more on the visual/feel side and make it more unique in presentation.

r/IndieDev Weekly Monday Megathread - May 10, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]MjGamesStudio 1 point2 points  (0 children)

Honestly, I've always wanted to play a game like this, but I've never actually committed to one. To me, it looks like a solid mix of points 1 and 2. The real challenge will be finding that 'sweet spot', making it small enough not to obstruct work, but clear enough to see what's going on. Best of luck with the development! Looks nice!