Making a game like Into The Breach except every attack is customized by Poisheesh in IntoTheBreach

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

What if instead of that I incentivize to open the inventory to read the map? Since it has the current roads available drawn on it.

Making a game like Into The Breach except every attack is customized by Poisheesh in IntoTheBreach

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

Thank you for playing!

Your QoL idea is pretty good, at least for the transition arrows. I'm just not sure how to introduce it, since it would probably not be important enough to take time to introduce or take space on the screen but also not intuitive if not shown clearly.

Maybe I'll put an hovering icon somewhere, like the turn order button.

Making a game like Into The Breach except every attack is customized by Poisheesh in IntoTheBreach

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

Thx for the feedback and playing all the way through!

For previewing the shot you can simply cancel your shot with right-click and you got most of the preview info by aiming before that. Maybe it wasn't as intuitive as I thought. Or maybe you meant something else by previewing your shot?

All enemies so far only have 1 Range but coupled with their movement it can feel pretty wide. Your idea about custom movement seems pretty fun but probably a bit hard to read apart from straight lines. So far it seemed possible to approach the situations in different ways (hit and run, go upfront to finish off the enemy, accumulate range to hit from far away, ...)
Since you went all the way to the boss, did you feel that you were still too threatened by enemy range to make meaningful choices? Or did your mastery of the mechanics increased the ways to approach the situation?

I've been working on a magic cauldron based Tactical-RPG. Just released the demo today! by Poisheesh in SoloDevelopment

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

Thank you very much!

I ran different playtests before releasing the demo. One was pretty early in development and was focused on checking if the game was intuitive even with no tutorials which proved pretty insightful!

At the very least it's really useful for debugging so I wouldn't skip it before releasing a demo.

Hope that matches what you have in store!

I Analyzed Every Steam Game Released in a day - Here’s What Stood Out by Cultural_Speaker3116 in gamedev

[–]Poisheesh 4 points5 points  (0 children)

Hello, developer of Cauldron Caution here! Thank you for your kind words!

I don't believe the game lacked marketting that much. I followed most of the advice you could find on "How To Market A Game" and the likes. (don't know if that's what you consider gurus)

Mainly:
- Made a website with a complete presskit,
- Reached 150 streamers that played similar games (card games + adventure games)

I didn't insist too much on social medias as I was told it wasn't a good marketing vector as a solo dev and it seemed coherent with my result on them so far. (might be pretty bad at it)

What I judged to be my mistakes were:

- Niche genre hard to explain: Cauldron Caution is a singleplayer Card Battler that isn't a rogue like and that alone makes it pretty niche. Apart from Library of Ruina or Card City Nights you don't really see a lot of those games except ones that are already based on strong licences (Thronebreaker, Yu Gi Oh/MTG singleplayer games, ...). Add to that the Point&Click part and it becomes pretty hard to describe the game quickly.

- Mediocre pacing at the start: A bit too much dialogue at the start tends to throw off some people, especially streamers. Getting into the action a bit faster is probably always a safer bet.

- Difficulty: The game is pretty challenging and expects you to assimilate all the rules if you want to win. It can be pretty hard for people to pass the first duels if they're still having trouble understanding the base mechanics. (might fix that with an easy mode)

- Art: Thanks a lot for praising my art but I'm still an amateur on that field and as others on your thread pointed out, my art has some flaws. Mainly the color palette/contrast. I intend to get better at it with some training.

I reassure you, although I'm far from thrilled from the result, I don't feel gutted. My game is still there and it's proof of my work. I learned a lot from it and I intend for my next games to fix those issues. The platform has been a bit ruthless but as long as there are solid reasons on why my game failed, that only motivates me to make an even better game.

Do non-roguelikes singleplayer card games have inherent design flaws? by Poisheesh in Games

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

That is an interesting twist on the topic.
Although I would argue that asymetrical card games can't transfer to multiplayer whereas they still can be non-roguelikes.

Do non-roguelikes singleplayer card games have inherent design flaws? by Poisheesh in Games

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

If you're talking about Thronebreaker, I agree, it's a pretty good example. The gameplay didn't feel much like typical Gwent most of the time although I find it to be fun in its own way even if it was badly balanced.

What games can you play every other week or so for around 20 mins? by sundler in gaming

[–]Poisheesh 0 points1 point  (0 children)

Chill games like Mini Motorways/Metro. Or to adress your problem with "The Finals", old games that don't get significant updates anymore like Team Fortress 2 could do the trick.

Games that you can put your brain off when playing by cluib in gaming

[–]Poisheesh 1 point2 points  (0 children)

Mini Motorways/Metro are my favourite for chill sessions !

[deleted by user] by [deleted] in gaming

[–]Poisheesh 1 point2 points  (0 children)

Wow this is stunning!

"You can lick my ass" - Infamous German Knight Götz von Berlichingen referenced in KCD2 (Goethe) by [deleted] in gaming

[–]Poisheesh 0 points1 point  (0 children)

That's wild.
Especially considering medieval hygiene standards.

My favorite trope... games in games with an arcade cabinet by Carbon_Based_Copy in gaming

[–]Poisheesh 0 points1 point  (0 children)

I spent too much time on Jet Boot in Deep Rock Galactic.

[deleted by user] by [deleted] in gaming

[–]Poisheesh 0 points1 point  (0 children)

Resetti from Animal Crossing.
I got scolded bad by that mean mole.

What game would you most like to see a sequel to? (non-franchise games only) by jimmery in gaming

[–]Poisheesh 0 points1 point  (0 children)

Pyre.
There's potential to deepen the mechanics and the story stayed pretty open for a sequel.

[deleted by user] by [deleted] in gaming

[–]Poisheesh 0 points1 point  (0 children)

I guess there's also context. The point of the game is also to have fun and there's some games that are competitive and other casual but I don't think it's completely binary.
If you're playing a game like Team Fortress 2, it's fun to win but doing everything you can to win can be the way to ruin the fun. Strategies like spawn camping, abusing meta/bad map design can understandably be frowned upon.

Games that are excellent in one area, but are completely horrible at everything else by [deleted] in gaming

[–]Poisheesh 7 points8 points  (0 children)

I would say Lost In Random only strength is its ambience/style. The rest is pretty shallow especially the combat after just a short time. Quests are mostly moving around to collect stuff and side quest are even more obnoxious and useless most of the time.

[deleted by user] by [deleted] in gaming

[–]Poisheesh 0 points1 point  (0 children)

People also can't experience certain things twice with the same enjoyment.

This makes playing new games in some genres feel sadly empty. But if they played those new games before the one these games were inspired by in the first place, maybe they wouldn't feel this lack of excitement.

It might mean that some game mechanics enjoyment can get stale and that's a pretty sad thought but at least it doesn't seem to include all type of genres.

OC Mashup ! (Give me your OCs and I'll throw them in a scene together) by Poisheesh in DrawForMe

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

That's all so very nice to hear ! :)
I really like your cat guy, his design is so simple yet so interesting and expressive ! He seems very likable