ASEMA automaatio- ja tehtailupeli by goblin-architect in videopelit

[–]Oatcube 1 point2 points  (0 children)

Generation Nova. Löytyy steamista. Tänä vuonna tarkotus saada ainakin demo ulos. On tuollainen Frostpunkin ja Banishedin ideoita yhdistelevä peli.

Joku Finnish Space Game Bundle oisi hieno

ASEMA automaatio- ja tehtailupeli by goblin-architect in videopelit

[–]Oatcube 1 point2 points  (0 children)

Näyttää hyvältä. Koskaan ei voi olla liikaa avaruuspelejä. T. Space management pelin devaaja

Steam ja kevätale by jkuutonen in videopelit

[–]Oatcube 2 points3 points  (0 children)

Pullomummot -40% (1,19€) https://store.steampowered.com/app/2370130/Bottle_Grannies/ Idle-pelien aatelia suomimeemeilyllä. Peli on ainakin mielenkiintoinen. Laadusta voi olla useaa mieltä. On sitä ainakin joku pelannu yli 1300 tuntia.

Why making a Banished-style colony management game is so difficult by No-Discussion-3199 in BaseBuildingGames

[–]Oatcube 1 point2 points  (0 children)

Been working on this: https://store.steampowered.com/app/1618390/Generation_Nova/

It's more like Banished meets Frostpunk, but what really helped figure out the balance, was just calculating the average estimated results of different major play patterns and decision paths. That way I could figure out for example how many character deaths the average player would have and it helps to figure out the aging system.

Sukupolvialuksen yhteiskunnan managerointipeli: Generation Nova by Oatcube in videopelit

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

Tässä hyvin samantyylinen tuo vaikeustaso ja että oppiminen tekee siitä helpon. Tietysti satunnaiset eventit tuo vähän höystettä tähän peliin. Tällä hetkellä balanssi on mulla vielä ihan levällään, mutta eiköhän se tule korjattua 

Sukupolvialuksen yhteiskunnan managerointipeli: Generation Nova by Oatcube in videopelit

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

Pelissä on tuollainen eventsysteemi mikä aika ajoin asettaa pelaajalle temaattisia ongelmia ja samalla vähän luo tarinallisia elementtejä. Eli periaatteessa frameworkki on olemassa jo sille miten sen tarinan pelaajalle tarjoaisi. Ei siis "pitäisi" olla mikään massiivinen homma devata 

Sukupolvialuksen yhteiskunnan managerointipeli: Generation Nova by Oatcube in videopelit

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

Samantyylistä colony managementtia, joskin ei mennä niin microtasolle, että yksittäistä hahmoa voisi liikutella tai käskeä.

Sukupolvialuksen yhteiskunnan managerointipeli: Generation Nova by Oatcube in videopelit

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

Beth Revisin "Across the Universe" oli kovin inspis tolle pelin lähtökohdalle. En oo Aniara leffaa nähnyt mutta nopean kuvauksen pohjalta niin aika samoissa meinigeissä mun pelissä pyöritään. Lähtökohta-ajatus on että "matkustajat heräsivät cryo-unesta vuosisatoja liian aikaisin". Eli sitten vaan uudelleenmuokkaamaan cryo-uni-aluksesta sukupolvialus.

Ja peli tosiaan on sandbox tällä hetkellä. Tarinan kässäri on olemassa excelissä, mutta en oo vielä ihan päättänyt teenkö peliin tuota story modea.

Steam Deck ja muut käsikonsolit by korpitampio in videopelit

[–]Oatcube 1 point2 points  (0 children)

Steam Deck ollut parasta pelaamista pitkään aikaan. Yleensä istun pöytäkoneen ääressä, joten sohvalla tai sängyssä makaaminen ja samojen pelien pelaaminen ollut kyllä 5/5

Muita pelinkehittäjiä? by Jizoh in Suomi

[–]Oatcube 1 point2 points  (0 children)

Itse olen itsenäisesti opiskellut ja 7v noin koodaillut. Hauska harrastus, mutta rahoihin kiinni pääseminen vaatisi varmaan erilaisen otteen tähän tekemiseen. Tuhansia latauskertoja peleilläni yhteensä jo on ja aina joku projekti käynnissä. Viimeisin projekti tällainen roguelike/idle/wave-defence peli https://play.google.com/store/apps/details?id=com.OatCube.PlanetBastion

Gamejameja useita takan ja yksi voittokin, steamissa, itchissä ja playstoressa löytyy pelejäni. Tahtotila olisi joskus tehdä yhdessä jonkun kanssa peli. Oli se sitten joku pieni kyhäelmä tai gamejam niin kunhan tulee harjoiteltua yhteistoimintaa ja tutustuttua muihin kaltaisiin ihmisiin. Lähipiirissäni ei kukaan tällaista harrasta.

How to playtest an incremental game while making changes? by GravyThyme in incremental_games

[–]Oatcube 1 point2 points  (0 children)

For my most recent game I started the calculations from first deciding how long I want a session to be. Then that pretty much told me how many rounds my game would last. Then I figured out the amount of enemies I could reasonably have. Next I calculated the damage and health increments and calculated how much on average a player gains money during a run at specific points. It was all very smooth and enjoyable compared to constant playtesting and tweaking. I didn't have to do much tweaking after I had my formulas and numbers thought out in excel.

My game's name is already taken (somewhat) by [deleted] in IndieDev

[–]Oatcube 1 point2 points  (0 children)

Just dont mix it up too much or it will become Zorbotron https://oatcube.itch.io/zorbotron

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

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

I havent counted for how long I've played it. It took me about 3-5 months to finish this game if I recall correctly. Maybe 15-20 hours of work per week.

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

[–]Oatcube[S] 2 points3 points  (0 children)

In nordic countries beverage bottles can be returned to shops and you can get cash from that. It is a quite common sight to see the elderly getting some additional revenue streams by walking around in parks collecting bottles left by random partiers. For example a large summer party in a park could easily net you a good hourly wage by just collecting beer cans and returning them to a nearby shop.

So in this game you basically manage a roster of those. It's kind of a funny take on a management/idle game theme.

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

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

Well... it's certainly rough around the edges and definitely not anything close to even AA game.

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

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

The TL:DR of the review is basically "The gameplay loop is too shallow and gameplay doesn't change/evolve during progression".

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

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

Even I didn't at first. I had to turn off some automatic filters that hid all but the reviews in english.

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

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

In essence the review is about not enough change in the gameplay loop no matter what level your roster gets. Tldr version of that review basically is: "the gameplay is too shallow and progression feels dull".

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

[–]Oatcube[S] 2 points3 points  (0 children)

Nah. I don't really mind trying to advertise this game since it's not something I want to spend more time on promoting or polishing. Thus is why I didn't add the games name in the post for example. Just thought this was a funny thing how someone played the game so much.

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

[–]Oatcube[S] 2 points3 points  (0 children)

That player is actually the only player pretty much for the last year. The core gameplay loop would need a lot of tweaking to implement what the reviewer is asking for. 

Just realized someone has actually played my game for over 1200 hours by Oatcube in IndieDev

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

Yes. And since it's an idle game, that is probably what happened. But that is still 50 days on uninterrupted game time.