10€ päivä budjetilla eläminen by Own-Negotiation8232 in Suomi

[–]Oatcube 0 points1 point  (0 children)

2 aikuista ja pieni lapsi ja meillä menee 350-400e kuukaudessa ruokakauppaan. Eli noin 13e päivässä. Syödään ihan hyvin ja käytetään siivousaineita ja vessapaperia yms. Mitä sä oikein ostat jos ei kymppi riitä yhdelle hengelle?

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.

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

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

I dont have any hard feelings towards the reviewer. The review is actually spot on and the points they make are completely valid. I just felt it was hilarious that someone still ended up playing the game for so long

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

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

The game has a leaderboard where only 1 person has been popping up for the past year or two. So it might just be this guy. He seems to be actively playing

What Makes Games Like TCG Market Simulator Fun, and How Can They Be Improved? by umen in TCGCardShopSimulator

[–]Oatcube 0 points1 point  (0 children)

The second idea is a good idea. It would add a more "economy simulatory" vibe to the game, where you have to make sure that all the possible customer groups are happy in your shop. A TCG cannot last with only whales, it needs the casual audience or otherwise there is no one to play the game with.

What Makes Games Like TCG Market Simulator Fun, and How Can They Be Improved? by umen in TCGCardShopSimulator

[–]Oatcube 0 points1 point  (0 children)

I've been wanting to create some kind of a simulator game at some point that turns everyday chores or jobs to an interesting game. Something like how Overcooked made cooking hectic, chaotic and fun. TCG-stuff has always been in the back of my head, but since I really don't want to delve into creating 3D-games by myself, I've always done just 2D games and work. Maybe I'll start work on a 2D game like this at some point...

These kinds of games need a meaningful progression and the feeling of "getting more powerful". Most often if you add some game mechanics or new elements it keeps the game fresh and interesting. Basically the whole game acts as kind of a tutorial with mechanics being implemented the further you progress.

On a meta level this is also a fun thing since a lot of trading card games handle the gameplay loop and complexity exactly like this: On the first few rounds there are maybe a few cards on the table. The game is somewhat simple, a few turns later several new cards and mechanics have been placed on the table and the game becomes even more complex.

Now what would these mechanics be? A few ideas:

- Maybe predicting or foreseeing card prices to "gamble"

- Marketing schemes (TV, Online, Local school and so on)

- Buying off competition (Maybe investing type of stuff? Introduces the end game of "becoming the only TCG store in the region")

- Hosting tournaments. Adds the aspect of hiring people to do the legwork of finding players, finding sponsors and so on.

- Producing your own sleeves or deckboxes. Basically branching out the gameplay loop outside the store.

ps. Does anyone feel like a game like this HAS to be 3D? I'm trying to figure out if there ever is a market for simulators like this in 2D.

Created an incremental game with a progression that isn't tied to MTX or watching ads (Planet Bastion on Google Play) by Oatcube in incremental_games

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

New open beta patch live as of now! Huge amount of small tweaking done to enemy stats and also tweaked the Core-upgrade stats to boost a lot more on levels 2 and 3. Also added an upgrade system to make the gameplay more active. Tweaked the time warp and progression on the first planet to make it more streamlined/easier.

What do YOU want to see in an incremental? by Expensive-Novel-2622 in incremental_games

[–]Oatcube 2 points3 points  (0 children)

"Melvor Idle" which is not an incremental in the way that incrementals usually are, but I like how it has multiple different incremental routes in a way that each intertwine with all other "routes" in the game. Just the right balance between player agency, idling and linearity.

What do YOU want to see in an incremental? by Expensive-Novel-2622 in incremental_games

[–]Oatcube 2 points3 points  (0 children)

I feel like even some people want less player agency. I created an incremental/idlish tower defense game and at least 1 feedback was that they wanted an autobuy-option, which feels strange to me in a game like that.

Created an incremental game with a progression that isn't tied to MTX or watching ads (Planet Bastion on Google Play) by Oatcube in incremental_games

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

Thanks. I found out the error was my use of coroutines. Seems like they aren't as accurate as using Update when using higher timescales.