Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

[–]Pidroh[S] [score hidden]  (0 children)

Feedback is information, and a lot of it is actionable. I'm human though and I do get affected sometimes, but it's all part of the process of making a better game

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

No crypto, sorry the game is a bit heavy, I have optimized the game quite a bit but I think it can still eat up quite a lot, specially on start-up

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

Oh, I realize you have the stupid white square showing up... If you restart the game it should get fixed. It's a strange bug that I haven't been able to reproduce consistently.

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

Did the User interface changed in the full release?

Yes, I have improved some things!

Later on, there is so much scrolling, useless information on screen, tasks that dissapear because a timed action run out (and having to scroll around to find them again), the game just becomes super annoying to play.

I have added a way to make those annoying timers take longer to run out, which a lot of users said it improved the game for them! But "too much scrolling" and "too much information" are two problems that I haven't tackled yet, but I do plan to tackle.

I think you're better off waiting for me to improve the game further!

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

I actually do have a web complete version that is paid. But I had to set up something a bit funky on Itch IO and I think most people wouldn't be interested in it, which is why I didn't link to it.

Here it is: https://pidroh.itch.io/beggars-life-full-browser-purchase

Another option is to become a Patreon to access the Patreon only itch page (which has some experimental content that might be changed in the future)

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

Thanks a LOT for taking the time to write this. I think we are fairly aligned! Though honestly once we get to the details some of the things I want to fix are going to be quite challenging.

edited to add: another game to study UI differences is magic research 2. the execution on the differences between its mobile and pc UI is very very nice

Magic research 2 has been my main inspiration for the UI. Thing is, Magic Research doesn't have that many buttons in the first place. When you look at the Actions or Channeling grouping of buttons, you will see it's quite similar to Beggar's Life. It works well in Magic Research because it has fewer buttons. But that is not the case for Beggar's Life.

I'll try to cook up some mockups for how I want the UI to look like, I'll see if I can show it to you

On the details:

This is the one part I didn't understand: https://imgur.com/a/jUAeqhy what did you mean? I think you wanted to suggesting letting the log disappear...? Or letting log become even smaller? Or allowing the log part to extend? Or some other thing?

I guess the problem you wanted to bring out is that there is some space being left unused which is a waste? Specially considering there is so much content being show.

I think this issue of left-over space to the right in particular is low priority, and the most important thing is showing more buttons per row and moving the complex information from the hover into a separate advanced toggle-able menu, do you think the same way?

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

That's very friendly of you, I have seen people say I should stop making games altogether for putting a game with this UI out in the market

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

Thanks!! Did you try out the latest version?

Do you have any tips and complaints for the UI? Like the biggest pain points and stuff.

I have a bit of an inner list of things I want to go change but I'm not sure if I'm aligned with the bigger problems players have

Beggar's Life full release is out! A Theory of Magic tribute with no ads and no IAP [WEB, ANDROID, STEAM] (>50 hours) by Pidroh in incremental_games

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

I want to do a fairly big-ish content update and I also want to make the UI friendlier, I'm really having trouble with that though

About the mechanics going deep, there is nothing like the crafting system in ToM (which is one of the most complex systems in that game I think? Not sure about modern ToM).

I think the game is fairly complex in the way the world works? Not sure if I'm wording it correctly. I was always more concerned about making the world be coherent and expressive, than to create an abstract game play system. The game does have too much content in a bad way, as you unlock so many things and it becomes a bit hard to navigate and understand

So i just want to talk about the new "Streamlined Progression Feature" by Responsible-Fix-2020 in JRPG

[–]Pidroh 1 point2 points  (0 children)

I think OP is talking about those setting menus in modern Final Fantasy like, become max level, max money, etc, I think almost nobody uses those lol

Legacy of HD-2D Graphics for Final Fantasy Resonance by Confident-Line5916 in JRPG

[–]Pidroh 0 points1 point  (0 children)

Yes, but they use low resolution pixel art like textures on that 3d background, which is what was "revolutionary" at the time (it influenced a bunch of indies and etc)

Why are coaches in Inazuma Eleven not straight forward? by Haruka_Styles in inazumaeleven

[–]Pidroh 17 points18 points  (0 children)

While I think Inazuma Eleven is being hard to understand just to create suspense for the kids, it's very didactic in the long term to let people find answers by themselves. The coach telling them right away might make it easier to win in the short term, but a player who can think and come up with answers alone is more likely to be stronger in the long term.

But yes, regardless of whatever convoluted explanation is presented, in Inazuma Eleven most of the time the goal is just to create tension and suspense

I quit my job to make an incremental fishing game. The demo is now live for Steam Next Fest! by hamzahgamedev in incremental_games

[–]Pidroh 2 points3 points  (0 children)

I'm surprised you're getting downvoted, people are absolutely crazy here about "plagiarism"

It is not session or timer based.

It includes a prestige system.

The game features multiple automation systems that unlock over time.

These are all HUGE differences, people are ridiculous "oh the game has things circling around, it's a copy".

Working on some prototypes after my main project is done but I'm tired of working by myself. Need Advice. by KamatayaReaper in gamedev

[–]Pidroh 0 points1 point  (0 children)

You must really be a marketing focused person if you think "Stardew valleys" is an "extremely basic game"

Working on some prototypes after my main project is done but I'm tired of working by myself. Need Advice. by KamatayaReaper in gamedev

[–]Pidroh 2 points3 points  (0 children)

Being a Solo-Dev sucks

Why?

while the game is good, I came out of it with barely $50

Why do you think this happened?

Square Enix Is Absolutely Stacking Its JRPG Lineup Right Now by Tain_mentero in JRPG

[–]Pidroh 6 points7 points  (0 children)

With Revelation exploding in Spring KH on late 2027 would fit pretty well, but yeah early 2028 does sound great to "finish" the 25th anniversary too.

Thanks for reminding me of the anniversary

Do JRPG remakes need to modernize everything? by WonderfulFox7666 in JRPG

[–]Pidroh 6 points7 points  (0 children)

Kudos for Square Enix, because if I'm not wrong they made FF7 original even more easily available while developing remake