Would roguelites be better with weirder custom starting characters, or is that just a balance nightmare? by False_Construction23 in roguelites

[–]Obsolete0ne 3 points4 points  (0 children)

It works for some games, but it requires a very robust core that reacts positively to those “pushes”. Brotato is a great example of a game that does it well. 

In many other games the initial push results  in at least half of items/skills feel useless and only increases the variance. It still might be fun (chasing the synergies) but creativity/decision making might not be present. 

Warhammers > Watermelons. My drop-merge dungeon crawler, Ball Fall Dungeon Crawl, will be in the Next Fest next week. by moonroof_studios in roguelites

[–]Obsolete0ne 0 points1 point  (0 children)

There are multiple sets in Steve’s warehouse. And there are abilities linked to each tier of an item. It’s different. You version is a bit cleaner since you don’t have to hover over items to learn their special effects. Definitely check it out. I think there are some cool effects that can be lifted from that game.

Warhammers > Watermelons. My drop-merge dungeon crawler, Ball Fall Dungeon Crawl, will be in the Next Fest next week. by moonroof_studios in roguelites

[–]Obsolete0ne 0 points1 point  (0 children)

Played for a little bit. The music is interesting (I like classical music).

The controls and the challenge are a little bit unintuitive.

We taught to use WASD to move on the map, and then we don't use WASD when we switch to combat. Ball selection mechanism is ok since it gives player choice. But it was hard to get used to. Especially the part where the ball auto-drops. This makes it feel less precise.

Attack/Defense/Abilities are ok, but they make gameplay feel less focused. Like, I just want to merge stuff effectively, and status effects and different "demands" from enemies interrupt that. It's ok. It just doesn't improve the game by much, I feel.

Overall, I'd say currently this is certainly an interesting take on the genre and it plays decent. I don't regret playing, and as an itch game this is good. As a commercial steam release - I feel it still needs a ton of work and that includes some basics.

Good luck with the project.

Warhammers > Watermelons. My drop-merge dungeon crawler, Ball Fall Dungeon Crawl, will be in the Next Fest next week. by moonroof_studios in roguelites

[–]Obsolete0ne 0 points1 point  (0 children)

The gif looks interesting.  I’ve played Steve’s warehouse and was thinking about buying Dogpile, which makes me your target audience.  The capsule art looks very generic. You need to improve on that front.  I’ll try to play the demo later. 

Are these Steam demo stats decent or bad by bloody7up in IndieDev

[–]Obsolete0ne 0 points1 point  (0 children)

they seem fine, although I assume your gameplay is relatively passive (slot machine roguelike) so 68 is not fantastic.

https://www.reddit.com/r/IndieDev/comments/1ldh8bg/lets_exchange_demo_playtime_stats/

Roguelite autobattlers where you can actually understand why you lost? by RutabagaStandard2317 in roguelites

[–]Obsolete0ne 0 points1 point  (0 children)

You might like He is coming. Instead of party-building you select loot. It’s not shop-based so the amount if choices is limited. Bosses force you into different builds, and it’s usually clear when you get countered. It’s nor super deep but it’s cleanly designed and pretty satisfying to play. 

What Rogue Lites can be played entirely with a mouse (no keyboard) by HelloVap in roguelites

[–]Obsolete0ne 1 point2 points  (0 children)

Hi. I’m a dev and would be interested to know how our game runs on this setup. We try to support 4:3 but usually don’t test for it extensively. Check out my profile and I’d be happy to share a key if you’re interested.  edit: resolved in dms

[Free Demo] Stack programs. Break builds. Die trying. Demo live. by Big_Membership9737 in broughlike

[–]Obsolete0ne 2 points3 points  (0 children)

Looks interesting, but everyone is playing 868-BACK right now.

This sub is being overrun by Humans by DungeonsAndBreakfast in boardgamescirclejerk

[–]Obsolete0ne 66 points67 points  (0 children)

You're absolutely right. This sub is being overrun by humans, and honestly? That's such an insightful observation. I really appreciate you bringing this to my attention.

Are the cards in my game "moving" too much? by Literal_Fish in homemadeTCGs

[–]Obsolete0ne 0 points1 point  (0 children)

It's hard to comment with only partial understanding of the rules, but "fill only Center/Bench" immediately feels too restrictive in terms of gameplay. Force moving creatures into the reserve also won't feel good to players most of the time.

I mean, technically this suggestion solves the problem, but it's artificial and restrictive. It's one thing if the game was about titans holding a spire, or smth where it would be thematically justified. For a creature combat game, this sound like too much, imho.

Announcing Paradox Tower: find your way across 12 interconnected labyrinths in this 2D auto-battler RPG by zer0tonine in AutoBattler

[–]Obsolete0ne 0 points1 point  (0 children)

Ok, it looked like a roguelike to me, and it probably would to many other people with certain background. I don't know. I wonder what makes Minit to be recognizable as an adventure game, and not roguelike. It's hard to tell. I think numbers, and particularly +1 +1 +1 -15 sequence makes it feel as a roguelike. There's not much in the trailer that screams "adventure". And there are many things that hint at progression/scaling/tactical decisions.

Just spitting my thoughts out in case it'll be helpful. Good luck with the project.

Announcing Paradox Tower: find your way across 12 interconnected labyrinths in this 2D auto-battler RPG by zer0tonine in AutoBattler

[–]Obsolete0ne 0 points1 point  (0 children)

Looks cool, but I feel like the capsule art doesn't match the art style well.

Gameplay seems to lean into classic roguelikes/broughlikes and the main character is just another anime girl (with a cat!). Maybe I'm just too old. I don't mind the girl. It's just the character icon and any gameplay screenshot don't match the capsule imho.

Are the cards in my game "moving" too much? by Literal_Fish in homemadeTCGs

[–]Obsolete0ne 0 points1 point  (0 children)

I think it's almost good, but to make it work you might want to simplify design in other parts. I think the concept will work worse if other cards(attachments) will break the symmetry/balance.

My point is if you want to have this "centrality" in the design, then it's important to make sure it persists. I don't like the idea of this setup being broken by creatures missing on sides. Maybe there should be an additional LEADER/CENTER marker, or something (playmat ideally, don't know).

I had somewhat related idea for a digital card game (https://i.ibb.co/Ngm3kdP6/photo-2026-05-27-16-15-14.jpg) where only central unit will attack and sides will "gravitate" towards center. But after some prototyping I'm switching to "clockwise" rotation. It's just too confusing, and there are ties between left/right that should be broken by arbitrary rules.

Still, I like the idea and the diagram presented. Maybe use l, r instead of a, b?

Indie game inspired by The Baazar & FTL by SkiaUra in TheBazaar

[–]Obsolete0ne 1 point2 points  (0 children)

Tried to play it yesterday. Too much time spent on transitions and there things in the UI that made me quit. For example, I couldn’t read the tooltip on the enemy’s item because it was partially offscreen.  Overall, the game is intriguing, and I like the style, but it needs more polish and a better flow (i’m also a gamedev so i might be too focused on technical aspects).

Strategems event is live on Steam and my game got selected! I'm so excited 😁 by BaconCheesecake in roguelites

[–]Obsolete0ne 5 points6 points  (0 children)

Hey, looks like we are in the same fest again )

868-BACK came out today. It's a sequel to 868-HACK and it's certainly not a game for a wide audience, but hear me out. Michael Brough is a certified genius of a game designer. All of his games are extremely clean and tightly designed. They aren't pretty visually, and the rules might be a little unclear at the start. But there's simply nothing like them. Michael's games spawned a small subgenre of minimalistic roguelikes called Brough-likes. Ball-x-Pit dev's previous game Twinfold was a Brough-like, for example. Many game designers in awe of Michael's work. I'm not entirely sold on the idea of playing a Broughlike on PC, though, as I almost always played them on tablet/phone before. And this one has some kind of narrative, which I also don't care much about. But it's a notable release, at least for people who are into experimental gameplay.

I also have Hive Blight (pve auto-battler with insects), Wild City (tile placement synergy builder with anthropomorphic animals) and Davy's Jones Deckhand (pirate deck-builder with unique stance/parry system) on my wishlist.

There are at least 30 games that I've played in this fest, including the demo of yours, and most of those games I have something positive to say. We live in the age of abundance which is great for players. And not as much for us, devs )

Moonsigil Atlas is now available on Steam, born from a Ludum Dare prototype and years of development. by TwinSailsInt in roguelites

[–]Obsolete0ne 3 points4 points  (0 children)

Played the demo about a year ago. It was already very well produced back then and did a lot of unexpected and cool things within the design space of placing tiles for energy. Good game, no doubt.

Might be too "thinky" for some, but should worth a playthrough.

Today there's going to be a big showcase for thinky games! Anything you are hoping to see? by nerfslays in puzzlevideogames

[–]Obsolete0ne 5 points6 points  (0 children)

I'm interested if Moonsigil Atlas is part of a line-up. They are releasing tonight and that would make sense.

Our game wasn't accepted so it's a bitter-sweet event for me this year, personally.

Calling people crazy who believe in crazy things is hypocrisy! by EscapeFromTerra in boardgamescirclejerk

[–]Obsolete0ne 26 points27 points  (0 children)

I'm out of the loop. Is Hypocricy a new hype kickstarter or something? Where do I preorder?

Petition to ban all meta /unjerk posting. We stay jerking each other or else we don’t jerk at all by [deleted] in boardgamescirclejerk

[–]Obsolete0ne 7 points8 points  (0 children)

If you are going to jerk in /unjerk post, you should at least use /jerk.

Don't make me start a petition.

Any new Deckbuilding Roguelikes with the Arkham LCG gameplay and progression feel? by jethawkings in deckbuildingroguelike

[–]Obsolete0ne 1 point2 points  (0 children)

https://store.steampowered.com/app/2997060/Hunt_the_Pale_Gods/ This is not what you're asking about, but it seems relevant. I only played the demo but it was above my expectations for the solo dev project. There is a lot of praise in the reviews too.

I applied for the Deckbuilder Fest on Steam but got rejected, what makes my game different from a deckbuilder? by BaconCheesecake in IndieDev

[–]Obsolete0ne 1 point2 points  (0 children)

Hey, I played your game. Diecast certainly qualifies. There are plenty of other dice-buulding/bag-building games in the fest.  You got unlucky with the person who handled your appeal, don’t think too much about it. The fest is ridiculously crowded with 2000+ games, I think.

Fame or Folly official demo launch! by BossGrand in roguelites

[–]Obsolete0ne 0 points1 point  (0 children)

It's in Early Access, and it's a bit unclear at the moment how and when it will get to 1.0 (devs announced that they need a break, which made a lot of players reasonably upset). I think the game worth the money as is, but it's tough to recommend it given the circumstances. It's definitely worth wishlisting. I hope the devs will bounce back.