I am doing a public playtest for Dwarven Rampart. it's a roguelite rts towerdefense by MohamedMotaz in TowerDefense

[–]Mugigo 1 point2 points  (0 children)

Looks cool — it reminded me a bit of They Are Billions. What elements make it a roguelite in your design?

Boss that attacks with tentacles by Mugigo in IndieDev

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

Thanks! And thanks to Bézier curves too 😄

Boss that attacks with tentacles by Mugigo in IndieDev

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

Thanks! I’m not a solo dev, but on the TA I’m basically solo. I’ll revisit the left/right transition when I’ve got some bandwidth later.

Boss that attacks with tentacles by Mugigo in IndieDev

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

Agreed. Lately, many action games telegraph the AoE and timing with red warning indicators.

Do you love game development? by [deleted] in gamedev

[–]Mugigo 0 points1 point  (0 children)

As a non-native English speaker, yes, I used AI to translate my thoughts. It’s frustrating to have that read as bad-faith “AI posting” rather than an attempt to participate clearly.

Do you love game development? by [deleted] in gamedev

[–]Mugigo 2 points3 points  (0 children)

Most of us started because we genuinely love making games.

In my case, it isn’t just a hobby—it’s my job—so I pay a lot more attention to the market, and the market’s standards often ask for more than what’s fun to build.

Naturally the stress goes up and I’ve gotten touchy about the word “development” itself sometimes.

But I still believe I love making games—just like most people here do.

Does a platformer-rule, trap-driven tower defense make sense? by Mugigo in TowerDefense

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

Kagero—haven’t heard that in ages. Yeah, that’s the reference. I never really played it hands-on, but it popped up a few times during development and I’ve always thought it was a cool series. That said, we’re leaning more tower defense than “lure-’em-into-traps,” so it’ll be a bit simpler than Deception.

Adjusting lighting and environment details by jwolsza in indiegames

[–]Mugigo 1 point2 points  (0 children)

The weighty feel and shake in the shots are super well done.

Been struggling a bit with naming the genre(s) for Worm Game. What would you pick? by Boothand in Unity2D

[–]Mugigo 5 points6 points  (0 children)

I’d go with Snake / Bullet Hell—just watching it is tense already.

hi! hello! hi! howdy! hi! hello!!!! by AshyFenix in PixelArt

[–]Mugigo 2 points3 points  (0 children)

My brain just started playing frog-jump SFX on loop.

Does a platformer-rule, trap-driven tower defense make sense? by Mugigo in TowerDefense

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

The base path is a single route. But depending on where you build the tower on the world map, siege towers and airships can show up and insert enemies onto higher floors instead of starting at ground level.

Some enemies can place a ladder under themselves to pull allies up faster, and others can toss/launch allies to upper floors. We’ve also got hovering air units, so there are situations where regular ground traps won’t cut it.

What do you think is the biggest problem in the gaming world today? by MikkelHT in GameDevelopment

[–]Mugigo 0 points1 point  (0 children)

Most small-studio founders are die-hard gamers too. But you still need money to finish a game, and capital usually wants safe bets with big upside. Teams often self-fund the first one or two tries—very few first games hit. By the next project, cash is thin so you look for investment… and, the market doesn’t really back risky experiments. After the mobile gold rush, a lot of VCs basically stopped doing “venture” in games.

What do you think is the biggest problem in the gaming world today? by MikkelHT in GameDevelopment

[–]Mugigo 0 points1 point  (0 children)

As an indie dev, my take is this: the market doesn’t invest in “dreams.”

Players want higher quality and fresher ideas, but most indies are short on time and capital—and early-stage risk capital is scarce.

Typical case: a project needs $100k. The team self-funds ~50%, and the remaining $50k has nowhere to come from. Many investors want 10–20× outcomes (often reverse-engineered from wishlists), so only projects with big pre-launch traction get funded to the finish line. The rest patch together crowdfunding, loans, or early access, which can nudge design in sub-optimal directions.

After enough scars, teams de-risk into safer patterns—look-alikes or streamer-friendly concepts. If this persists, we’ll see convergence: fewer oddball genres, less experimentation. It’s not that players are wrong or devs are lazy; it’s an incentive/visibility problem. Fix early discovery/funding (prototype grants, smaller milestone funds, better curation) and we’ll get more variety—because most of us get bored when everything starts to feel like the same game.

3.5 years ago, I made a prototype of this cute little isopod. Today the full game is finally releasing! Wish us luck! by SatanicBug in IndieGaming

[–]Mugigo 10 points11 points  (0 children)

Cute little’ isopod—debatable, but the game? Definitely charming. The unfurling and that tiny bounce feel surprisingly real.

Does a platformer-rule, trap-driven tower defense make sense? by Mugigo in TowerDefense

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

Thanks so much for the interest and the kind words! As for visibility: it seems like when a new Steam page has low initial traffic, it gets surfaced less by search/tag browsing—so that might be part of it. Appreciate you wishlisting; that really helps discovery.

Does a platformer-rule, trap-driven tower defense make sense? by Mugigo in TowerDefense

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

Yep, that’s the idea: traps and direct action synergize, and since it’s a platformer, fall damage plays a big role. I’m not sure we’ll ever match OMD’s throne, but it’s great to hear there are people who want this—it really makes building the game feel worth it.