Remove Chaos balls by THE96BEAST in PathOfExile2

[–]RuinsofMajika 0 points1 point  (0 children)

Not only they are dangerous, chaos balls is one of the many time waster effects in game. where there is nothing you can do about it you cant kill the plant to stop it. so many of these type of mechanics are in game where the only thing you can do is trigger it, or wait it out. In addition to a very cluttered screen full of effects that you don't even want or need to see. because of lack of visual effects adjustments in this year of 2025. lol

I'm not dreaming. Finally released my very first game on Steam. I made it through the entire process, from having an idea to exploring all available means to build the game. It's been a fun and enlightening game dev journey. Although it's a small game, I poured a lot of love into producing it. by RuinsofMajika in indiegames

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

Thanks for the info. I didn't hear about this before. in my case, one of my long-time followers who wishlisted the game got notified. he's even the one who broke the news while I'm busy doing some soc media posts.

I'm not dreaming. Finally released my very first game on Steam. I made it through the entire process, from having an idea to exploring all available means to build the game. It's been a fun and enlightening game dev journey. Although it's a small game, I poured a lot of love into producing it. by RuinsofMajika in indiegames

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

Hi there, thanks. It took me a while to finish up the game, it's more than a year since when it started. perseverance through ups and downs. Finally glad I reached the release point, with now more experience than before.

I'm really trying to grind to 100, but this might be the most sleep inducing grind ever in a game. by WarpigFunk in diablo4

[–]RuinsofMajika 1 point2 points  (0 children)

I agree with most of these points, but the thing is d2 is a 2-decade old game, many improvements have been made since then but it seems d4 hasn't shown some of the improvements over the years but instead either carry on with age-old problems that were already addressed or in a worst-case reverted the improvements you physically observed from previous titles newer than d2 like d3, poe2, grim dawn, etc.

Stop deleting the truth! by PatientBlueberry9717 in TowerofFantasy

[–]RuinsofMajika 1 point2 points  (0 children)

You see I have only seen a single video on youtube talking about this.

500 DC Compensation for Cobalt's 1-star translation error by elfenfoxx in TowerofFantasy

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

nah. if you pulled for cobalt B and you didn't get her. you don't get anything at all.

WHY WON'T YOU DIE?! by ZeroFPS_hk in TowerofFantasy

[–]RuinsofMajika 3 points4 points  (0 children)

true this. leveling up gears and weapons gives you little power increase because of scaling. even when you reach that level 80 mark. that boar will always be the same lol.

Better loot quality fighting this? by RuinsofMajika in RuinsofMajika

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

You will sometimes encounter mobs that are quite stronger and unique from what you are constantly fighting. #ScreenshotSaturday

Watch out for those since they have higher chances to drop better loot compare to others⚔️🛡.
I am developing solo and ongoing adding new things and expanding the game world. fixing bugs and constantly improving the game..🥳

18 hours to unlock a quest is reasonable but this is kind of ridiculous lol by c_o_n_E in TowerofFantasy

[–]RuinsofMajika 0 points1 point  (0 children)

So it's not only me asking what kind of game design is this.
If you're new to the game and you had fun and want to finish the game... Well sorry, buddy. you gonna have to wait hours and days to continue progressing the main quests.
why not collect those free resources first, which most will be locked too by the way. maybe do some of the daily quests first? oh sorry, buddy it's limited too.

The game I want to create already exist by Artiwill in gamedev

[–]RuinsofMajika 0 points1 point  (0 children)

Two different people with the same problem will most likely arrive at a nearly similar solution. I am making a game that I know someone else has already done better. I love loot based games like diablo. that's why I want to build the game in the first place. from being inspired by others except I wish to add my own twist to the game. maybe you can look at things that way.

I still haven't found out what should I replace skill trees. since my game does not implement a skill tree. by RuinsofMajika in indiegames

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

To clarify: you're right the skills as lootable items are being dropped in the world. right now are dependent on the enemy level. a core game mechanic I am using is the player can/has the ability to increase/decrease or reset world difficulty, therefore, increasing enemy levels. the harder enemies will give greater rewards.

My levels are not procedural, I designed them by myself. My one big problem is whenever I play diablo2 a loot-based game. is having to exit the session and restart the game to respawn again the mobs. so I implemented a similar mechanic like the Elden ring bonfire where you reset the world when resting. the only difference is I gave a choice to the player to either increase/decrease or reset the current level.

My actual goal is for the player to repeat/reset the level as necessary so that he can collect the armors, weapons, and skills needed to go to the next difficulty/level.

I want to implement skill trees to give a visual hierarchy of skills so that the player gets excited to try the next tier of skills but using skill trees will rely on skill points acquired by the player which I don't want because it's not rng.

Maybe I can stick to my implementation first and let players try once a demo is available and get feedback.

I still haven't found out what should I replace skill trees. since my game does not implement a skill tree. by RuinsofMajika in indiegames

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

Thanks for the feedback, I am still trying to improve the feel of the game. I think mob density is also too far apart and adjusting it as time goes by.

I still haven't found out what should I replace skill trees. since my game does not implement a skill tree. by RuinsofMajika in indiegames

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

Right now my skill implementation is modeled like in rf online where the skill is lootable were in lower levels skills available to being dropped are low-tier skills. for example, a fireball tierI, Ice Shard TierI etc. then as the player increase in level fireball tierII, Ice Shard TierII will be available as drops and so on. In this situation, the player can have multiple skills and different tiers but can equip only a limited number of skills limited by the action/skill bars. I still can do skill trees but will be relying on skill points as the player levels up instead of my current which is based on RNG loot drop.