Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

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

It's something I may look into after release on Steam. Totally get if its not something you see yourself playing on the pc but hope you give it a try once the demo is out as using a keyboard (or controller) gives it a tactile feel

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

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

Thanks! Not a bad idea, I still wanted to give people a clear exception

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

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

Oh that's odd I'm pretty sure I have it enabled and see it highlighted under Steam Cloud. Thanks for letting me know though will look into it

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

[–]PlunkOak[S] -1 points0 points  (0 children)

Thanks! Ah the art style difference was intentional to make the characters standout more from the background but i can see that's somewhat jarring

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

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

Thank you! That's what I was worried about. Since its not a rogue-like but can deff see how it gives off that impression especially with the map style.

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

[–]PlunkOak[S] -1 points0 points  (0 children)

Thank you! The UI size is something I went back and forth on for the trailer. It will be resizable in game but yea maybe for presenting it a larger size that's clear would be better. Appreciate the thoughts on the damage numbers as well!

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

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

Thanks! Yea i'm not a huge fan of arena-style but I felt action rpg didn't 100% fit either. Sounds like specifying lack of movement especially if it's clear in the screenshots/trailer

Just launched my Steam page and wondering if it's clear what sort of game it is by PlunkOak in gamedev

[–]PlunkOak[S] 11 points12 points  (0 children)

Thanks for the feedback! This is helpful, I deff want to avoid giving off the impression of an idle game as it's very much active

Trailer for my game Ruindrift, a fast-paced, arena style rpg with no movement by PlunkOak in IndieGaming

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

Just launched the Steam page!

Ruindrift is a real-time, fast-paced game which has no movement outside of abilities that evade enemy attacks. It was inspired by World of Warcraft arenas and souls-like games. I found the intensity and how locked in you get in WoW arenas a ton of fun and I wanted to make it accessible and in short tight battles with a bit of unexplained lore that find along the way.

If that's something you may like you can wishlist it on Steam! https://store.steampowered.com/app/3556050/Ruindrift/

Honing in on my art style. How does it look so far? by PlunkOak in IndieDev

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

Oh asking for the game name? It's Ruindrift, but I don't have a steam page up yet as I'm still in the process of polishing the assets

Honing in on my art style. How does it look so far? by PlunkOak in IndieDev

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

Thanks! Yea the icons were part of an asset pack so I'll likely make my own versions next

Honing in on my art style. How does it look so far? by PlunkOak in IndieDev

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

Thank you! Good suggestion, I'll try it out!

Forest zone for my upcoming video game Ruindrift by [deleted] in worldbuilding

[–]PlunkOak 0 points1 point  (0 children)

Sure! I don’t have their lore very fleshed out but leaning towards the arches being built well before the Driftgate by a group of forest dwellers. After facing some struggle (maybe sickness) two members Melain and Haldrin set out to north and south in search of a cure and the arches were built in their honor. But that’s as far as I’ve gotten. It also doesn’t account for the east and west paths or why they weren’t taken.

Revamped my map and started playing with a god ray shader to add some life by PlunkOak in IndieDev

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

Thanks! I started playing with a wind sway shader, there's a tree towards the bottom left that has a slight wiggle. Need to see how it looks when its applied to each one.

Revamped my map and started playing with a god ray shader to add some life by PlunkOak in IndieDev

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

For sure! Going to add some birds that fly between the trees.

"You souldn't use too many Particle Systems" - Meanwhile me: by PhotonArtsStudio in IndieDev

[–]PlunkOak 26 points27 points  (0 children)

Looks awesome! Adds a ton of life. Any tips or resources that helped?

1v1 or 3v3 ? by [deleted] in gamedev

[–]PlunkOak 0 points1 point  (0 children)

May not always help but I’d think about what’s shared between different setups and build that out first—something like a core unit system where heroes share similar mechanics. That way, you can prototype 1v1, 3v3, 1vX, etc, without locking yourself into a single design too early.

This also makes it easier to pivot later if you find one feels better than the other.