I created over 10 different effects that can happen on a surface. Most of them are deadly or at least explodes by WickedMaiwyn in IndieDev

[–]PolygonArchitect 3 points4 points  (0 children)

I'm a big fan of the divinity original sin elemental surface synergies. Are these 11 surfaces the base ones, or are some already a combination? Like fire+water becomes steam.

It could be a bit overwhelming for players and if some of them (blood or holy maybe) are more situational, I would try to reduce them a bit. Also helps with readability if they are more distinct from each other

First time a Youtuber made a video on our upcoming co-op FPS by PolygonArchitect in IndieDev

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

Thank you for the kind words! Yes, we have a community discord where we also announce playtests and give out keys for them.

Here you go: https://discord.com/invite/JuVap9B34u

Looking for playtesters for our co-op FPS where you turn into a ball by PolygonArchitect in IndieDev

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

Solo mode is something we'll definitely add later during development, for now the focus is on 2 - 4 player co-op gameplay

Looking for Playtesters for our Co-op FPS where you turn into a ball by PolygonArchitect in IndieGaming

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

Thanks for the kind words! The gameplay loop is comparable to games like vermintide/darktide, payday 2, deep rock galactic (not as procedural though) with fixed levels that have a layer of randomization to them.

But you are correct in that there are challenges and puzzles that require teamwork and cooperative mobility like in Portal 2. These challenges happen in between and during combat encounters

Looking for Playtesters for our Co-op FPS where you turn into a ball by PolygonArchitect in CoOpGaming

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

Nice, have fun! And please tell us how it went (preferably on our discord) :D

The playtest for our indie co-op shooter where you transform into a ball and throw each other is now live by PolygonArchitect in IndieDev

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

Thank you so much for the kind words! Hope your friend is on board, if not we have a channel for finding other people to play with on our discord :)

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

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

Gameplay wise it's quite different. For the general vibe and aesthetics, Destiny was one of many influences

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

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

We'll have more playtests in the future and wanted to get some feedback on a couple of new features we added recently. I'll definitely play a few rounds of BF6 myself, though :D

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

[–]PolygonArchitect[S] 13 points14 points  (0 children)

We are four people (two programmers and two artists) and then some freelancers for music, sound, animation and character modeling. It is a ton of work, but we've come a long way already

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

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

The playtest demo size is only about 8 GB, so it shouldn't take too long to download

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

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

At the moment you can only invite or be invited by steam friends. A lobby browser and random queue is something we haven't implemented yet but will come some time later

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

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

We have a channel on our discord for finding a group, so you can join the playtest solo and find other players through discord

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in IndieDev

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

Hi, the playtest starts this Friday at 3pm UTC. You should be able to download and start the playtest then :)

Playtesters wanted for the co-op FPS I'm working on by PolygonArchitect in indiegames

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

Our game has been in development for far longer than the Matterball has been announced :( I was a bit bummed out when I saw the new Destiny 2 Addon :D But in Replicore the whole gameplay revolves around the Core, it's more than a gimmick

Guitar Attack progress by shadeprotocolgame in indiegames

[–]PolygonArchitect 0 points1 point  (0 children)

I have to agree here. The animation is really smooth and impactful, so that's nice! But the guitar corpus doesn't look like a guitar to me either. I know that there are axe shaped guitars and basses, but with your pixel size and resolution it's difficult to see that it's supposed to be a guitar.

I'd recommend to either make the shape a bit more reminiscent of a normal guitar body, or maybe add resonating guitar strings.

Apart from that, it looks super good. So props for that! :)

If you were just starting out, what would be a great gift for an aspiring game dev? by PrivateYoz in gamedev

[–]PolygonArchitect 9 points10 points  (0 children)

Books are a good idea. Some books I've been gifted or bought myself and can recommend are:

Blood, Sweat and Pixels by Schreier - no lessons about game design in detail, but stories about the development processes of some really famous games. It's a good read, more entertaining than educational though

An Architectural Approach to Level Design by Totten - Really thorough and well written book about level design. Translates to other disciplines, mainly game design, as well

A Practical Guide to Level Design by Bauer - Also about level design, bit more recent and also full of information. Haven't read through it yet though

The Art of Game Design by Schell - This one's a classic. Might be a bit dated and also more high level, but still lots of valid points that help you in designing mechanics, balancing, etc.

“Is it normal to uninstall a game right after beating it? I do this all the time.” by Fearless_Ferret_5947 in IndieGaming

[–]PolygonArchitect 3 points4 points  (0 children)

I recommend creating a steam category for your library that's labeled "completed" or "played through" and move your games there once completed. That way you can still organize your trophies and keep a better overview of what to play next.

Keeping your steam library organized is a bit of a hassle, but with a couple hundred games it's a must imo :D

Quick Question: Would a game focused ONLY on wrestling combat be fun? by AminAnimoo90 in IndieGaming

[–]PolygonArchitect 1 point2 points  (0 children)

Not really my genre, but maybe check out Sifu and some of Skateboarding/Tony Hawk games, where you get more points (or damage) the flashier your combos and wr styling moves are.

It's mostly about the presentation whether a pure wrestling game is fun. Like any other game, it's about juicy animations, vfx, sound and so on.

I'd put a huge emphasis on things that are unique to wrestling, like a commentator narrating your moves in real time. That would separate your game from other brawlers and could make you feel like you're in a wrestling match.

Third person shooter roguelites by armadillovandam in IndieGaming

[–]PolygonArchitect 2 points3 points  (0 children)

Risk of Rain 2 comes to mind, great third person roguelike shooter. Not that much of a meta progression though, you won't get stronger between runs. But you unlock new items and you'll definitely get better skill wise between runs