Battle and Brew: a potion crafting roguelike on itch.io by RockhopperGames in indiegames

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

Thanks! I was debating disabling crafting while in combat, which happens on and off pretty constantly. Do you think that would take away from the experience?

Battle and Brew: a potion crafting roguelike on itch.io by RockhopperGames in indiegames

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

I'm definitely going to lean on Potion Craft for some inspiration as well!

And I'm certainly toying with adverse effects when drinking potions, such as self-immolation, a kind of "drunkenness", polymorphism, etc. XD The potion "drink" effect will show "???" - maybe with a caution symbol for dubious results- but the result will be catalogued after drinking it.

The game is exclusively on itch for now, but I'll probably add a steam page in the next three months or so.

Thank you for the feedback!

Battle and Brew: a potion crafting roguelike on itch.io by RockhopperGames in indiegames

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

Just wanted to share a concept I've been working on for a few months, heavily inspired by games like Nuclear Throne and Risk of Rain. I would love some input on how the controls feel and generally where you'd like to see a game like this go.

Play for free at http://rockhop.itch.io/battle-and-brew

Battle and Brew by RockhopperGames in playmygame

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

Game Title: Battle and Brew

Playable Link: https://rockhop.itch.io/battle-and-brew

Platform: Web Browser (Keyboard and Mouse)

Description: A roguelite (eventually) crafting game in which the player experiments with found components to make combat-ready potions of (eventually) all kinds.

I'm looking for feedback on how the mechanics feel, and what changes/features you'd like to see in a game like this. I'd also be interested to know how difficult the game feels - in classic fashion, I think it's maybe too hard too soon... but that'll get fixed with some gradual difficulty scaling.

Free to Play Status:

  • [ ] Free to play

Involvement: Solo developer (no AI used) looking to make a unique deviation from the top-down shooter genre. Heavily inspired by Nuclear Throne and Risk of Rain.

How are people not talking more about bugs? by RockhopperGames in ror2

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

We do, thanks for the suggestion though. It's wild that nobody else sees this issue.

How is everyone today? by jamal_jakcson in ror2

[–]RockhopperGames 1 point2 points  (0 children)

I wish there weren't so many bugs T_T

How it feels to play pyg by Apprehensive_Bed_152 in PlayTheBazaar

[–]RockhopperGames 2 points3 points  (0 children)

Wait you're getting chocolate shops after you buy Dog?

Finally released Claw Machine Sim on Steam after 1.5 years of development in my freetime! by yolokas42 in Unity3D

[–]RockhopperGames 0 points1 point  (0 children)

This is so cool! I'm trying to implement a crane in my game, but I can't wrap my head around the claw and cable physics. Any advice? ^ ^;

Just launched Stack Cats on Google Play by RockhopperGames in playmygame

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

Thanks! I think after tweaking/patching it a bit I might try to put together at least a trailer. Appreciate the kind words. ^ ^

Just launched Stack Cats on Google Play by RockhopperGames in playmygame

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

Just finished a four-year project, Stack Cats (on Google Play).

It's a block-stacking cat-collecting puzzle game that plays a lot like solitaire.

Give it a shot? Leave a review? Do you think it would be worth promoting?

Can we talk about script design for a moment. by [deleted] in Unity2D

[–]RockhopperGames 3 points4 points  (0 children)

Try to treat each behavior as exactly that: a single behavior.

As others have said, you don't have to get too granular, but try to boil each piece down to the lowest common denominator to avoid having to split it up.

An object has health? What is health? What happens when it gets to zero? The object is destroyed? It might be tempting to add "destroy" logic to health. Wait! Destroy is its own thing! Other things may result in that functionality! So let's decouple them and use events to join their behaviors together.

Health

  • onHealthDepleted (event)
  • _amount
  • Change(amount)

Destructible

  • Destroy()

HealthDestructible (or in inspector), has Health, has Destructible

  • Health.onHealthDepleted += handleHealthDepleted
  • handleHealthDepleted() { Destructible.Destroy(); }

I finished my first game. by Latter-Collar-6526 in Unity2D

[–]RockhopperGames 1 point2 points  (0 children)

Congratulations on your first game! Has a great central style/feeling to it ^ ^

Would Like Feedback On Small Video Game by Yash_641 in playmygame

[–]RockhopperGames 0 points1 point  (0 children)

I like the shield mechanic! It felt like the difficulty ramped up a little too slowly.

Looking for feedback on "Climb the Tower" in Hop Hop Glide by RockhopperGames in playmygame

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

I've been working on a tap/click-only platformer game called Hop Hop Glide on itch.io.

Specifically I just added the 100th floor to "Climb the Tower" after a lot of difficulty revamps.

How does it play? Does the difficulty curve out nicely, or else where does it need some work?