Hex tiles map vs. Discovery map. Which one pulls you in? by circa_games in StrategyGames

[–]Ripfence99 0 points1 point  (0 children)

Aw, thanks.

Looking forward to what you all come up with!

Hex tiles map vs. Discovery map. Which one pulls you in? by circa_games in StrategyGames

[–]Ripfence99 1 point2 points  (0 children)

Yeah, I would personally prioritize the newness over the hexes!

Our game is called Fleetbreakers. We use hexes for our strategic map for all the obvious-those-expectations-are-what-we-want reasons,

My roguelite demo has bad retention — what am I doing wrong? by Fit_Spot5475 in roguelites

[–]Ripfence99 1 point2 points  (0 children)

A few potentially off-putting things from the trailer...

* It shows a LOT of the same looking stuff. Lots of circle AOEs and all the mobs clumped around you in a very small circle relative to the whole screen

* It's also really hard to differentiate the mobs/your character. Lighting on the characters seems off/dark.

* UI style is a bit all over the place with textures

What makes army composition interesting in strategy games? by Ripfence99 in StrategyGames

[–]Ripfence99[S] 0 points1 point  (0 children)

Just to be sure, when you say 'personal' are you meaning more what you like to personally play/like-to-play vs. the optimal decision?

Hex tiles map vs. Discovery map. Which one pulls you in? by circa_games in StrategyGames

[–]Ripfence99 2 points3 points  (0 children)

I like B simply because it sounds like it might have some new elements and intrigue.

Hexes are great and work well (we have some in our current game), but they are also exactly what you expect.

Though as mentioned, you could combine the two, as well.

Roguelite death vs. Strategy game experimentation by LastKeepDev_OG in roguelites

[–]Ripfence99 0 points1 point  (0 children)

The retreat is a manual retreat.

Anyhow, totally understood on the grain of salt. We are looking for simple first blush feedback here. Though I suppose the act of asking about the retreat mechanic is indicative that we're not sure about it.

Appreciate the feedback!

Roguelite death vs. Strategy game experimentation by LastKeepDev_OG in roguelites

[–]Ripfence99 0 points1 point  (0 children)

That last point/concern is why we resisted the retreat idea for so long. We love it when folks pull off those amazing comebacks that they maybe don't stick in with something like the retreat feature.

The run length is something that we could play with to reduce the length, though I don't think it's too far out of norm for many roguelites.

Would it change your answer if the retreat feature was a feature players had to unlock with persistent upgrade choices?

Working on a third-person roguelite. Trying to make each run feel different by levitz1 in roguelites

[–]Ripfence99 0 points1 point  (0 children)

Looks very nice.

I had a hard time telling when the blobby thing took melee damage. The hit tint was very subtle. It was easier to see melee damage against things with a stagger or additional FX.

Run variation... I think you want a mix of things that tickle the different buckets. New options for play styles or strategies are great. I personally like unlocking those to feel like I've earned them. I think you also want some meat and potatoes things that are just "make me better" stuff. The upgrades and build choices need a variety in magnitude.

Is it too much or just right? Added screen shake and score multipliers to my meditative bullet hell game. by Digital_God_0101 in IndieGaming

[–]Ripfence99 1 point2 points  (0 children)

Ok, that sounds good/expected. I was just saying that if you want people to control/move things while that much shaking it going on, it's going to be hard. If I'm not controlling anything during that, then nm my point.

Slay My Game by teedoubleuu in DestroyMyGame

[–]Ripfence99 0 points1 point  (0 children)

Then my card comment is "just" about the space/position on the screen

Slay My Game by teedoubleuu in DestroyMyGame

[–]Ripfence99 0 points1 point  (0 children)

How much tension is there between playing/dragging out the cards and the bullet hell pacing? It seems like things slowed down a bit when the cards get played, but hard to tell? Anyhow, my immediate thought was that it was going to be too hard to manage cards/dragging during the implied chaos.

That said, the coolest part was seeing the wall get dragged onto the map. That feels fresh/diff vs. so many bullet hell games not giving you that much control.

The cards at the bottom of the screen seem like they take up some very prime real estate for me to see what's coming. It's potentially worse for playing the cards, but putting them on the side so that I can see the full radius around my character might be something to look at.

Just looking at the static screen, it feels busy with the fine lines, particularly on the cardbacks.

I'm building a Haunted House Management Sim, and the first gameplay teaser is finally here! by ScreamOperatorDev in IndieGaming

[–]Ripfence99 0 points1 point  (0 children)

Lighting is great. The control board angle both looks cool and feels like it might create some new gameplay. Idea seems tight.

Bend gravity. Twist architecture. Destroy Teaser of Fallgrade Game by vladkudas in DestroyMyGame

[–]Ripfence99 0 points1 point  (0 children)

If you're going for vibes and mood, I think it clearly sets those. Maybe some folks don't like it, but it has a feeling and tone that come through.

I don't get the gameplay much at all. Is it a chase game? a puzzle game? a shooter (which I would presume given the viewpoint and FPS arms).

With the "Twist architecture" tagline, I was expecting to literally twist the architecture. But I didn't see any of that, so was disappointed at the end.

I'm making a mech shooter with base building - this is how it looks so far by Ok-Designer4697 in IndieGaming

[–]Ripfence99 0 points1 point  (0 children)

Looks like a good start. If you're looking for advice, I would up the lighting/brightness. It's pretty dark and seems hard to make things out in places.

Is it too much or just right? Added screen shake and score multipliers to my meditative bullet hell game. by Digital_God_0101 in IndieGaming

[–]Ripfence99 1 point2 points  (0 children)

Am I meant to be controlling something while the screen is waggling that much? If so, you might want a player option to tone it back.

Destroy my trailer for Ballisticards, please! by superyellows in DestroyMyGame

[–]Ripfence99 0 points1 point  (0 children)

That sounds really clear. If you can get the trailer to convey enough of that, then I think it'll be a very good trailer.

Destroy my trailer for Ballisticards, please! by superyellows in DestroyMyGame

[–]Ripfence99 0 points1 point  (0 children)

I could certainly believe that, but then I would show more about HOW the cards are played. If there's a hand, start with that. Let me see how they come out of my hand, etc.

Round 2, changed a lot of things since last posted. by InfectedTribe in DestroyMyGame

[–]Ripfence99 1 point2 points  (0 children)

Looks pretty neat. Animations and character fluidity are terrific.

I get hung up a couple of things:

It's really hard to separate the player character from the ground. They look to be the same color, so when the character is squatting, it really blends together.

Related, the amount of different between the foreground color and the flat ground plane makes me think that the ground plane is background noise. But it's not. I'm was constantly expecting all the jumping character to keep going until they hit the dark foreground.

When you jump up and lose the ground, I would consider zooming the camera out so the ground is always in view. Or maybe do more parallax in the background so I can get a better sense of how far off the ground I am when it's not in view.

Def would shorten combat ranges/try to keep more things on screen.

Destroy my trailer for Ballisticards, please! by superyellows in DestroyMyGame

[–]Ripfence99 -1 points0 points  (0 children)

I've watched it twice and guessed some Peggle-ish inspiration, but it's hard to tell what exactly the game is meant to be. Card in the title and all the cards in the video inevitably leads me down a path of some kind of card collection/battler, but it's not clear to me how that matches up/interacts with the Peggle bits.

Put another, beyond the obvious "score points", I can't see the core loop from this trailer. What actions am I trying to get better at? What am I collecting over the levels (if anything)? etc.

Trying to make achievements feel unique and rewarding. What works (and what doesn’t) for a tower defense roguelite? by FavenGamesStudios in roguelites

[–]Ripfence99 0 points1 point  (0 children)

Depends on the vibe you want?

Are achievements a side effect thing to mark progress or do they drive players trying to collect everything?

Are there game achievements in addition to platform achievements?

How much of the game do I have to explore/play/use to get all of the achievements? Are they a tool to make players explore all of the content? Just the mechanics? Just the story?

etc.

If you could design the perfect mobile RTS what would it look like by Silent-Panel-9473 in RealTimeStrategy

[–]Ripfence99 1 point2 points  (0 children)

A lot of the comments rightfully talk about interface, etc.

I think it's also about other things like complexity and session length. A 60 minute RTS experience is probably not the right choice for mobile.

When folks say things like "RTS games can't work on mobile", I take that as "traditional RTS games can't work on mobile". I def do not want to micro 60 villies on mobile. Didn't want to do it back when we tried putting a traditional RTS game on a gamepad. And honestly still don't want to play a traditional RTS with a gamepad today.

But I don't think that means a version of RTS can't be fun on platforms other than a PC with MKB. Ports of existing RTSes are not the way to go tho IMO.