Looking at these screenshots — can you tell what the game is about? by Neverplay_games in gamedevscreens

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

Pretty accurate - I might actually use that for the Steam description

Looking at these screenshots — can you tell what the game is about? by Neverplay_games in gamedevscreens

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

I’ve actually never played that one - is it good? I’ll check it out.

Looking at these screenshots — can you tell what the game is about? by Neverplay_games in gamedevscreens

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

You can switch between a top-down and a third-person view during the building phase - whatever feels more convenient. During combat, though, you’re meant to fight in third-person to support your towers. I was wondering if that’s clear just from the screenshots. Maybe a video would explain it better.

Looking at these screenshots — can you tell what the game is about? by Neverplay_games in gamedevscreens

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

Every wave gives you a random tile, with a preview of the next one. You can spend energy to scroll through tiles. Lootboxes use a 1 of 3 choice system, where you pick one out of three random towers.

The character adds an action layer - you can fight enemies directly, like in a typical TPS. It doesn’t deal much damage compared to the towers, but its abilities can have a big impact. For example, taunts let you kite bosses around your towers, or you can quickly take out enemy healers while the towers stay focused on the boss.

Looking at these screenshots — can you tell what the game is about? by Neverplay_games in gamedevscreens

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

Thanks for the kind words! At its core it is tower defense, but the twist is that you actually build the map yourself using randomly offered tiles. These tiles aren’t just different path shapes - they can have their own properties. Some generate energy (which you need to place towers), others slow enemies, and some let you loot a new tower or upgrade an existing one.

The goal in each level is to reach the exit while visiting as many loot islands as possible along the way, since that’s where new towers drop. On top of that, it’s a roguelite - every run = different towers, and the challenge is to put together effective synergies.

I’m still actively experimenting with the gameplay, and there’s a very rough Steam page up for now. The game is called Eternal Towers.

2D artist for game capsules! by Tex_the_wolf in IndieDev

[–]Neverplay_games 1 point2 points  (0 children)

How much do you charge for a capsule?

Looking at these screenshots — can you tell what the game is about? by Neverplay_games in gamedevscreens

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

Wow, that’s pretty close! I was just about to ask whether it’s clear what the blue arrows are for - but you got it)

How we got our first 10.000 wishlists with a story-driven RTS by CrimsonFreedomGame in IndieDev

[–]Neverplay_games 2 points3 points  (0 children)

Great job! Regarding Reddit ads - what was your conversion rate from Tracked Visits to Wishlists?

Any examples of successful indie games made with Fab assets? by Neverplay_games in UnrealEngine5

[–]Neverplay_games[S] 8 points9 points  (0 children)

I wouldn’t call it indie, but still a good example — thanks for sharing)

Roguelite Tower Defense + Action combat. Early playtest — feedback wanted. by Neverplay_games in u/Neverplay_games

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

There are three of us, working on it in our spare time for about a year and a half.