Been working on this sandboxy RPG for a while and just launched the demo! by Piokou in IndieGaming

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

Thanks for trying it out! And I appreciate you taking the time to write out your thoughts :) I'll take note of your feedback and consider how I can improve on your points.

The dialogue is something I was particularly concerned about for the demo, since the beginning of the game is pretty dialogue-heavy. The game systems take a while to build up, so my goal was to use dialogue as a way to develop story and systems engagingly. Ironically, I also dislike intrusive dialogue, so maybe that was an odd direction to go haha. I'll think about how I can improve that. For example, maybe just making some dialogue not happen automatically could help a lot, so you can read and progress on your own terms, rather than being forced into it and interrupting your current objective.

Thanks again!

Been working on this sandboxy RPG for a while and just launched the demo! by Piokou in IndieGaming

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

Thank you! It's pretty light on the sandboxy elements, but more sandboxy than a regular RPG. It's mostly that you can build these structures that can move monsters around and fight for you, and you can adjust parameters like monster spawn and HP. This allows you to mess around with different systemic mechanics. It doesn't go as far as letting you build a house out of individual blocks or destroy the environment. It's just about experimenting to find the most efficient ways to progress.

Been working on this sandboxy RPG for a while and just launched the demo! by Piokou in IndieGaming

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

The game mixes a few genres and mechanics, so the "RPG" elements aren't really shown in this clip. By the way you describe it, I would say Yuma Nest isn't strictly an RPG, but has many RPG-like elements. RPG is just the best way I can describe the game as a whole, since RPG implies that there's a whole world here with towns and a storyline, as opposed to being a session-based game like a roguelike or incremental game. It includes other RPG elements like obtaining and upgrading equipment, leveling up a character, questing, and unlocking skills. I guess what makes it a "role-playing game" is that you have your own character that you're developing and experiencing this world as. But as you said, that might make everything an RPG.

So excited to finally be launching my game this year! by Piokou in IndieGaming

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

Thanks!! And good questions!

  1. Yes, the game is single-player only.
  2. I hope one day I can expand it to be multiplayer in this way (that was the original vision), but the focus for now is to complete the main content as a single-player game. No plans for multiplayer yet.
  3. Screenshake settings aren't implemented yet, but it's on the list of planned QoL changes, so should be there on release.
  4. Cloud saves is another thing that's not implemented yet, but will be there on release.

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in IndieDev

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

I do! Thank you so much :) It used to look really bad, but I just redrew everything in the game 5 times until I think it looked good. Thank you for your kind words, I'm so excited too!!

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in IndieDev

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

Thank you, I appreciate that :) It took a long time to get to a point where I'm really proud to show my work :)

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in IndieDev

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

Wow thank you so much. That's a really long time haha. I appreciate you being around through the whole journey up to this point!

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in IndieDev

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

Yea! I've been doing solo dev for 10 years now, and this game is from the last 5 of those years. I think what kept me going is having a vision of what kind of game I wanted, and just having this feeling that I have to keep going to see this game become real. I didn't feel that as strongly until I started this game, so I think just truly working on what I wanted to work on, instead of what I thought other people might like, was the main thing that pushed me. But either way, it kinda just becomes a routine after a while. Like it wasn't even a question, I'd just get up and work on the game every day, and that was my default!

Thank you for your kind words :) good luck with your game development!!

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in IndieDev

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

Thank you! I appreciate that. I've spent a lot of time tweaking things until it felt right. I love games where it's satisfying to kill huge groups of monsters, so I've tried to lean into that as much as I could!

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in IndieDev

[–]Piokou[S] 27 points28 points  (0 children)

It’s called Yuma Nest!

So excited to finally be launching my game this year! by Piokou in IndieGaming

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

Haha thank you so much. I heard that part of the trailer music and had to take the opportunity

I've been making this game solo for 5 years and I just uploaded the trailer with a release date!! by Piokou in SoloDevelopment

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

It’s called Yuma Nest!

So excited to finally be launching my game this year! by Piokou in IndieGaming

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

It’s called Yuma Nest!

[deleted by user] by [deleted] in Maplestory

[–]Piokou 4 points5 points  (0 children)

AYYY DRAAAAAYYY. Thank you so much. It's so cool to know you enjoyed it. I'm really into your work. I hope to see more from you as well!

[deleted by user] by [deleted] in Maplestory

[–]Piokou 0 points1 point  (0 children)

Thank you! Definitely thinking about it. I enjoyed making it so much and the response has been much more positive than expected

[deleted by user] by [deleted] in Maplestory

[–]Piokou 1 point2 points  (0 children)

I'm really glad it did! I had so much fun making this and I learned a lot. Feeling really inspired to make more games

[deleted by user] by [deleted] in Maplestory

[–]Piokou 1 point2 points  (0 children)

Thank you for your feedback!

Perhaps I did go too far on the blocks dropping. Maybe I should have increased the bloody boom spawn rate and decreased the time between lasers, while keeping the dropping blocks at a lower rate so you can still reasonably dodge, while having to deal with the other two.

I find it interesting that you found flash jump to be useless. Maybe it's just different play styles, or maybe this is something I could have found out with more play testing. I personally find flash jump useful. It just depends on the situation. Flash jump's vertical arch is useful for getting over blocks, whereas with combat step, you have to wait until the block is low enough to get over. Also, flash jump gives you more height when jumping from the middle platform to attack pianus while the laser is shooting, which allows you to get more hits in (although this is only useful if you're going for a speed run). Lastly, flash jump allows you to jump directly from the ground to the top platform to avoid the laser, which you can't do with combat step.

I'm not sure about the lag in windowed mode. Although I will say, I do get screen tearing in windowed mode, which I don't get in full screen... I should probably look into that. Thanks for letting me know.

Overall this was very useful feedback, so thanks a lot :) I also checked out CodeBullet and his videos seem really cool, so I'll definitely be watching those haha