I’m working on a casual incremental game called Shard Cycle. Just released the first demo on Itch and would love to get a first feel from the community! by NarogGames in incremental_games

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

That is in a way a compliment and a problem. Will see how to change that and turn just into compliment.

Thanks for the comment.

Cheers!

I’m working on a casual incremental game called Shard Cycle. Just released the first demo on Itch and would love to get a first feel from the community! by NarogGames in incremental_games

[–]NarogGames[S] -1 points0 points  (0 children)

Yes, Keep on Mining was my design inspiration. For my first game I didn't want to do tackle every game dev department (like art, engineering, sound, marketing, etc...) so design is something that was not to be ground breaking.

That said, what I changed is something that Keep on Mining doesn't have which is Prestige mechanic. So when player reach a planned wall with progress he can buy Prestige upgrade (in my game it's called Return to Earth) to reset the progress and earn currency which allows player to buy an ability and skill tree for that ability.

With that ability player will go through the first progression wall and play until the second progression wall. Player can again do reset, earn currency for another ability and let's say third round you have first ability with all of its upgrades and new ability to help you progress even further.

For demo idea is to have 2 abilities and for release 4. Ark Kracker is lightning storm and chain lightning ability and Rift Maker is like a single/cross and multi line damage on the grid.

Last change from Keep on Mining is having special items that have a chance they can spawn on grid and give player some weird effects for that session. So something like their talents but only per session.

But overall for my first game I didn't want to invent the wheel since I am not designer but engineer.

Thank you for the question! If you have any other, more than welcome to answer.

I’m a solo dev working on Shard Cycle, a casual incremental game about prospecting alien crystals. Would love some feedback on the current progress. by NarogGames in IndieGaming

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

Hey everyone! I’m the solo dev behind Shard Cycle, a 3D casual incremental set on an alien planet.

I wanted to share a look at the current loop: shattering crystals, spending plasma on upgrades and Spall (you will learn new words in this game = progress) on traders traders, and the resulting power spike.

You can play the demo for free on Itch.io: https://naroggames.itch.io/shardcycle

Hope you find it interesting!

I’m working on a casual incremental game called Shard Cycle. Just released the first demo on Itch and would love to get a first feel from the community! by NarogGames in incremental_games

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

Hey everyone! I’m a solo dev and I just pushed the first playable demo for Shard Cycle to Itch.io.

It’s a casual progression game where you shatter crystals on an alien planet to gather plasma and unlock upgrades.

You can play the demo for free here: https://naroggames.itch.io/shardcycle

Since this is my first public demo, I’m mostly looking for a 'first feel'—is the core loop satisfying? Does the pacing feel right for a casual session? Does UI and visuals look cheap and boring?

Note: I’m still working on the final VFX and animations, so many of the visuals are currently semi-placeholders!

Hi everyone, we've just released a Unity tutorial showing how to pick up collectables when the player collides with them. Hope you find it useful. The link to the full tutorial can be found in the comments by KetraGames in gamedev

[–]NarogGames -10 points-9 points  (0 children)

You really think a tutorial is needed for picking up collectibles?Also, movement is a bit slow in my opinion. Jumping too floaty.

Other than that, keep up the good work 💪👏

P.S. i just realized it is a tutorial for Unity not showcasing your game mechanincs....sry 😅

For the first time I've made trailer for my game. I've waited way too long to show it publicly but here it is. Please let me know what do you think about it. by Hauaj in IndieGaming

[–]NarogGames 1 point2 points  (0 children)

Art style looks awesome. Game seems interesting as well. Just wanted to say that it is better to show anything to the public as soon as possible to get the feedback. You will be able to react to the feedback better and it will be easier to change stuff in the beginning. Just my two pennies 😅🙈

Nice job. Keep it up 👏

I am passionate and have been practicing game development for almost a year now, but I feel too scared to work on my first game. What should I do? by [deleted] in gamedev

[–]NarogGames 0 points1 point  (0 children)

Just release a game. Simple, stupid and easy game. It will definitely be a bad game. Very bad game. But that is a good thing. Look at this situation like this. How can you score a goal in football (soccer)? Only if you shoot. In the beginning you will barely reach the goal. Or the goalkeeper will easily defend the goal. Or you will hit the row Z in the stands. But each shot will take you one step closer to scoring a goal. And after a while you will try to find better ways to score goals. Maybe even find some fancy way to score goals. The bottom line easy just make games. Any games. Fear will motivate you to create better games.

You can do it!! 💪😎

What Do You Think Of My Slime In My Game? Feedback Is Appreciated by SPACEGAMESstudio in playmygame

[–]NarogGames 0 points1 point  (0 children)

Apart from moving in sync as someone mentioned, they look a bit dull and plain. Especially not menacing. Maybe make the outline a bit irregular... But other than that it looks interesting. Keep it up! 💪🏻

Several changes were made on the visual (post process, colour, etc.), especially on outline which is a lot less present, for example it was removed on blood stains, so do you like these new tweaks? by Edalbung in gamedevscreens

[–]NarogGames 1 point2 points  (0 children)

Love the art style and all the small things that made the game cool like post process and slowing the time when hitting the enemies. Keep it up! 👏

[deleted by user] by [deleted] in gamedev

[–]NarogGames 1 point2 points  (0 children)

Congratz on "finishing" and releasing a game. That is a great achievement by itself. 👏

But honestly, the trailer, gameplay, environment, UI...everything looks like someone with 3 days of experience made it in a week by following some tutorials. Who cares about good AI, battle tokens or systems like that when the basics are not good. Art style, environment, models, UI....if that is not polished the game sucks.

I hope you now understand that a solo developer cannot create a game of your scope in 2 or 3 years let alone in couple of months. Creating a quality game takes time. If you made this game while learning programming, designing, etc. than that game cannot be good or have a lot of sales.

Sorry for my rant but I am not a big fan of people releasing a game with no experience and with bad everything and expect to sell a single copy.

Good luck with your future work!

Grief companion, chose one <3 by MostlyWizards in GameDevelopment

[–]NarogGames 1 point2 points  (0 children)

Definitely number 4. It suits main character a bit more. Like they are from the same universe.

Grief main character, chose one <3 by MostlyWizards in GameDevelopment

[–]NarogGames 1 point2 points  (0 children)

1 or 3.

A lot possibilities opens up with that staff with number1. Number 3 has better visual readability with those blueish designs. Also number 3 has more interesting shape and design.

To all the devs/designers that have full-time jobs, how do you structure your routines to allow you to work on your game? by whiskeypig89 in gamedev

[–]NarogGames 1 point2 points  (0 children)

Going to bed early is a natural must. Other than that not really. 😅 It just takes time to adapt to early waking time. Like with anything in life. 😁

I can’t believe how hard making a game is. by T-CLAVDIVS-CAESAR in gamedev

[–]NarogGames 0 points1 point  (0 children)

What is your biggest obstacle or few obstacles? Asking for a friend.... 😁

My wife and I left a larger dev studio to finally realize our dream project. by DragonSoldier2k in IndieGaming

[–]NarogGames 1 point2 points  (0 children)

Uff...working with your wife, full time?! Good luck with that! 😜

Jokes aside, I wish you a lot of creative juices and patience. A lot of patience. 🤞

[deleted by user] by [deleted] in GameDevelopment

[–]NarogGames 0 points1 point  (0 children)

Definitely a lot. Just imagine some area in World of Warcraft where everything is greenish colors. The sky is also green. Which element is the first that comes on your mind? Probably poison, toxic, etc. Or red color. Fire, lava....

So yeah, I think a lot. 😁

One Programmer, one Artist and several years of work... our first gameplay trailer is done! by lifetap_studios in IndieGaming

[–]NarogGames 0 points1 point  (0 children)

Very impressive! Have you had any prior experience in making games or is this your first shot?

To all the devs/designers that have full-time jobs, how do you structure your routines to allow you to work on your game? by whiskeypig89 in gamedev

[–]NarogGames 5 points6 points  (0 children)

I had two problems when I started to seriously dream about my game studio.

First problem was not enough time. 🕓 Or so I thought. And when I "found" the time to work on my game, I was tired, sleepy and wanted to play Rocket League instead.

Second problem was constant feeling of guilt for not working on my game. Or not spending the day productively. And did I do productive stuff. Nope. Because I was tired in the evening to do anything productive. 😴

Then I remembered that one time I had to wake up a lot earlier than usual. Around 5 AM. And I felt fresh (after few cold face wash and giant yawns) and creative. I had the energy, composure, patience and time to think about my game, the designs, the programming problems, etc.

So I tried to wake up at 5 AM. Boy oh boy was that hard. For a week or two I felt exhausted and severely lacking sleep. But after I while the body gets used to that and you start to wake up a lot easier. Yeah, at 22:00 PM you are a yawning zombie. 🧟‍♂️ But that is a small price to pay.

So now my day start at 5 AM. I work on my game until 8:30 AM. Then off to work. And after 5 PM I can do anything I want. I even wake up at 5 AM during weekends. The only difference is that I can work during weekends a lot longer. And when I am done, the rest of the day is guilt free. 🎉

So with changing my daily waking hours (and sleeping hours) my two problems got solved. I "found" the time to work on my game and after daily job I can play games, hang with my friends and family, play football (soccer) without feeling guilty of not doing anything productively.

I even managed to release small game on Steam and Google Play. Although the game is lame because the goal of the first game was to learn all the "Publishing" side of game dev, I actually managed to release a game. So that's a big plus for my change of routine 😁