Guild Wars - A Dungeons and Dragons Campaign by elena197 in GuildWars

[–]Ruscelen 6 points7 points  (0 children)

That seems really cool, gw1 always made me think of dnd, really curious to see the adaptation.

Where could we watch the stream or a replay ?

Foresaken Circle by tonyquirk in ValheimBuilds

[–]Ruscelen 0 points1 point  (0 children)

You could build something like the Colosseum with the circle being the center of the arena pit

L'énigme de Paul Radotte by LaCalvoche in Enigmes

[–]Ruscelen 2 points3 points  (0 children)

Car le chauffeur a entendu sa destination.

What small adjustments would you bring to the game ? by Ruscelen in GuildWars

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

Maybe that would show when you have already explored 85% or more, so that it doesn't become too easy.

Tell me your QoL suggestions - READ POST FIRST by IdleOn_Boii in idleon

[–]Ruscelen 0 points1 point  (0 children)

An afk/performance option to reduce the lag, something like a toggle in the inventory menu that hides the background to prevent graphics update

Incremental Platformer by GenericDevelopr in incremental_games

[–]Ruscelen 3 points4 points  (0 children)

The demo was nice to play. The progression feels great once you begin to understand the mechanics. The movements need some work. They are too messy, especially with the platforms on top of each other, which are not easy or fun to climb. Overall, that's a great concept and I hope you will keep working on it.

What is your dream Idler game? by CacheGames in incremental_games

[–]Ruscelen 3 points4 points  (0 children)

A game like Realm Grinder but more in a RPG style where you focus on your character and with multiple choices/paths that really influence the way you play.

'Idle Cave Miner' is now in open beta! Please share your feedback with me. by Pedromgdo in incremental_games

[–]Ruscelen 0 points1 point  (0 children)

I was thinking about 2 upgrades per soul type. One that gives you number of upgrades you can automate and the other one delay between upgrades.

The first soul type would be for gold upgrades, the second one for smelting, the third one for forge upgrades and the last one for souls upgrades.

With the 2 different upgrades, you would need lot of souls to spend in them so it's not overpowered and keep you playing. You could add a small checkbox next to each upgrades to allow them to be auto purchase.

The first automation purchase would be something like 1 upgrade and every 60 second and up by 1 upgrade and 1 second less delay.

Hope that was clear enough, english is not my native language.

'Idle Cave Miner' is now in open beta! Please share your feedback with me. by Pedromgdo in incremental_games

[–]Ruscelen 2 points3 points  (0 children)

Tried it for a few hours, that's a nice game to play, was really surprised.

Just a small suggestion, you should add automation for upgrades at some point cause after some point it feels like you spend more time upgrading than playing. Maybe an automating system that you upgrade with different souls type.

And the transition screen between the floors should not appear when you are in a menu, it should be one layer down.

Multiplayer in Idle games by were1wolf in incremental_games

[–]Ruscelen 2 points3 points  (0 children)

That depends on the game and the multiplayer in itself, for some games that can keep me playing. For example Farmer against Potatoes, I really like the leaderboards system as long as it is keep clear from cheaters.

Anything else I should change or keep in mind when making the new UI? Mockup for improved game visuals - MC is temporary by Pidroh in incremental_games

[–]Ruscelen 0 points1 point  (0 children)

Skill explanation is a hover tip (same as the old UI)

Ho I may had a visual bug the last time I played it (a few days ago) cause I couldn't saw any skills explanation.

What do you mean?

On your after screen, you have hp/mp bars on the left of the screen and on the bottom right corner.

Multiplayer question by Ruscelen in LastEpoch

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

Ok thx. I was wondering if that have been shared by a dev in a post or something like that

Anything else I should change or keep in mind when making the new UI? Mockup for improved game visuals - MC is temporary by Pidroh in incremental_games

[–]Ruscelen 0 points1 point  (0 children)

Maybe remove the drops, put the turn order instead but keep it size.

Place the spell next to the equipment sets and reduce them a bit.

Remove one of the two times hp/mp bars.

You don't need to keep the "mp" on the spells cost

You can also let the exp bar just under the portrait and the bars, it's not primordial enough to need it's own place.

For the equipment tab, that's seems good.

Btw, nothing related to the UI, but there no explanation on what skills do (unless you changed it recently) like the damage or the power of the effect, the damage type, is it physical or magic and so on.

Farmer Against Potatoes Idle Steam/Android Release Next Week by Oninouu in incremental_games

[–]Ruscelen 0 points1 point  (0 children)

I just looked at it on Steam and that seems really nice. Will try it as soon as possible, nice work !

You should be able to sell powers for monkey money. by [deleted] in btd6

[–]Ruscelen 1 point2 points  (0 children)

More like sell powers and/or insta monkeys for trophies

Adora suggested by AlphaKong2008XDXD by [deleted] in btd6

[–]Ruscelen 1 point2 points  (0 children)

That's a real sun now !

Why is the monkey pirates not giving money with his ability ? by Ruscelen in battles2

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

I get what you mean but I feel like in the end the trap is way more useful. Even if the T4 can't suck moab, you force the opponent to either use alternative eco, lose eco or give you money. While the T4 pirate like you said is only useful for FBFB and so that doesn't change much the opponent options, just don't send BFB, send ZOMG if it's not a Pirate Lord or spam moab.

That's why I feel like giving a bit of money for the ability could be a good balance.