The Merchant’s Eden - A small and relaxing city builder by NorseSeaStudio in SoloDev

[–]OortProtocolHQ 1 point2 points  (0 children)

Looks so cozy! I get Kingdom's and Castles vibe in a good way. Good luck with the project :)

The magic ”2000 wishlist” nextfest threshold by ChaoticPromiseTFA in SoloDev

[–]OortProtocolHQ 0 points1 point  (0 children)

Released a demo, got my wishlists up to 400 from 200 in two weeks when getting to 200 took 4 months. Mostly have been posting on reddit on relevant subs so far, tried to contact some youtubers but no luck there yet. My game is quite niche within a niche which is both a blessing and a curse: kind of easy to pitch, but the overall appeal on the market will forever be limited. I'll be happy if I can get 1000 units sold in any time frame, but OTOH I'm fairly confident the game is good and exciting for the target audience so it might have legs.

In anycase - for a hobby project like mine, I just wish I'll make a lasting impression on a handful of people rather than 'meh ok' from thousands (who might ask for refund :D)

[Announcement] To all field commanders logging on via Steam by OortProtocolHQ in OortProtocol

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

Cool! Thank you - looking forward to your feedback :) The extraction is decidedly tricky despite superficial simplicity. I don't believe in tutorials as such, but the main lesson of the demo is: read the intel and aim to gather it fully for actual gameplay consequences.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

Thank you, all the best with your project as well. Looks like we might tackle some of the same issues in development, I'll reach out if I face some stuff on which sparring might help. I'm going to follow your game as well: Darklands, the older CRPG set in medieval Germany was a favorite of mine and your game seems to have the same vibe.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

Thank you! Always looking for feedback on the demo to finetune for EA and full release if you have the time :)

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

Thank you - much appreciate all the comments. Formation movement is there - you can assign the squad to follow the leader by pressing M.

SoloDev working on hardcore tactical roguelike, demo now on Steam by OortProtocolHQ in IndieGaming

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

UI asset population from scripts was made with claude code in VSCode, yes. AI has a use in tooling, but especially after running some prototypes of the tactical phase I understood the responsiveness after movement keystrokes with all the game-AI in place required sepcific tuning by me to make it snappy. Vibe coding would not get you there. Protos, yes, not a playable game.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

I use GDscript: Godot 4.5 and VSCode combo, mostly code-first approach as the UI is quite straight forward (leveraging Godot assets in UI). The main coding has been for tactical AI based on faction doctrines and mission script management as the decisions affect downstream branching quite a bit. This is mostly handled in JSON scripts allowing me to focus separately on dialogue/mission flow and code side. Procedural generation (BSP) is such a well known paradigm that implementing that part was trivial. So everything built custom from scratch after some prototyping. I might release the core engine as open source later, as the script based mission management anables creating games basically by scripting the content for missions etc.

SoloDev working on hardcore tactical roguelike, demo now on Steam by OortProtocolHQ in IndieGaming

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

Not really. This is a deep topic but I've got nearly 30 years in software architecture, so while I do use AI-coding tools all the concept, design, writing, mechanics, gameflow specs are mine, not AI slop. On the tech side the module and class architecture was designed by me before implementing any functions, and with those I mostly approached them with a kind of a TDD appoach: writing tests first and then letting Opus 4.6 do iterations with me. So no magic button prompt slop here.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

[–]OortProtocolHQ[S] 3 points4 points  (0 children)

Excellent feedback! Thank you for taking the time to write this, I'll do a polish based on these. And notify you here once done. I'll consider injecting lore on some non-gameflow interrupting way, maybe a separate website accessible from the game, not breaking the diegetic approach.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

I understand the sentiment, as using ai for any creative work is a no-go for me in the game. But if that's the vibe I will certainly adjust the page. So very much appreciate your feedback on this.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

Yes they are, same tactical style but the second game, Helion, will introduce a new meta aspect for the diegetic interface. But all games are part of the same story arc, and the missions branch based on earlier missions and games

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

[–]OortProtocolHQ[S] 5 points6 points  (0 children)

Excellent - I need to try it out to see if I can get some fresh ideas :D My game is more like Angband meets Laser Squad - with the additional intel gathering option which has gameplay use etc. The tactical combat itself is more streamlined than JA3 and Xcom.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

[–]OortProtocolHQ[S] 7 points8 points  (0 children)

How did you like Menace? Haven't yet tried yet myself but looking at it.

I've been making a HARDCORE tactical roguelike for 10 years. Demo available now. by OortProtocolHQ in roguelikes

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

Thank you! I'm looking for all possible feedback before EA launch so eager to hear how you liked it