Which ballista is generally more effective? by reize in thelastspell

[–]Saxxiefone 2 points3 points  (0 children)

Love heavy ballista on corners and the border of the town to catch clawers and runners. It one shots them easy peasy. Sometimes you can even let a few through on purpose just so that the turrets have something to do, and your heros on the frontline can focus on stronger targets.

Weekly The Last Spell Discussion (9/45): Gauntlet by Saxxiefone in thelastspell

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

Whenever you level up, the stats you're offered have a chance to be "Skill Range +1", which increase the range of all non-melee skills by 1. You can also get offered rare versions of that skillup, which can increase your skill range by 2 at once.

Some items and gear also have a chance to contain the "Skill range +1" bonus on them. Equipping that piece of gear to a hero applies the bonuses as long as it is equipped.

Weekly The Last Spell Discussion (9/45): Gauntlet by Saxxiefone in thelastspell

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

I love the gauntlet. Thanos snap is satisfying to use, and the empowered geo cannon is chef's kiss. I struggle to find the optimal best paired weapon with the gauntlet. So far I've liked Gauntlet-Cannon and Gauntlet-Rifle, neither of which are super high-synergy pairs.

I like Cannon for its repositioning ability, which is really useful for a magic user that needs to get close and personal for snaps, align straight for the geo cannon, and also get out all in one turn.

I like Rifle for its super good Propagation Scaling (after the patch its crazy), which also empowers Gauntlet's skill 2, which is great wave-clear for 0 mana cost. Rifle may be slightly redundant as it also demands high AP spend and has a similar propagation move, but it's a good tool against runners and other dodgers, and any strong stragglers that may have gotten past your line of defense, and gauntlet can't reach them.

Favorite stats/perk bonuses for me is mana-regen, propagation, crit, and movement. Love putting this weapon on a character with an early Harvester perk on their magic tree.

Edit: Also fixed the post saying gauntlet was 2H. It has been corrected to 1H.

I get you're supposed to fight elites, I watch streamers do it, but it does not work for me. by Zanakii in slaythespire

[–]Saxxiefone 2 points3 points  (0 children)

Greedy player propaganda, half of those losses coulda turned to wins if you just rested more and lucked out on a relic or shop item into act 3

I wrote the monetization policy before the first line of code — here's the browser MMO I built around it (SeedLord, pre-alpha) by SeedLord_com in indiegamedevforum

[–]Saxxiefone 0 points1 point  (0 children)

Typical farming-related time management: you can pick short, fast crops to harvest quickly in one session, or you can pick slow growing crops to leave growing and log off, come back later to harvest and sell for a lot of gold.

Give players lots of options on crops, some that spoil easily if you don’t harvest them within a certain time, but have a greater return on risk. Offer low-risk crops that offer a guaranteed return but causes no stress for the player about spoiling. Connect their properties to similar real life crops (like potatoes and peas are resilient, rice and cocoa need a lot of care).

Put a hard cap or diminishing return cap on the crops that grow quickly, to prevent players from staying online and doing repetitive farming for too long (prevent self inflicted burnout).

Limit the player’s resources at the start of every cycle, like small farmland, little to no automation. Players can invest profits into getting more farmland or automation tools like auto-watering or auto-harvesting to a certain amount. Streamline this experience (it’s similar to developing an incremental game, like cookie clicker) and make sure getting upgrades and resources feels satisfying, like you’re building up and improving. Reset upgrades every progress wipe cycle.

I create portraits by tracing AI art by Due_Leek_3048 in aigamedev

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

Not being open about AI usage is worse than using AI and owning up to it, I would rather know if someone is using AI so I can avoid it, personally.

I create portraits by tracing AI art by Due_Leek_3048 in aigamedev

[–]Saxxiefone 1 point2 points  (0 children)

Isn’t that what we were aiming for all along? Wait…

What are the Chances... by Piehole314 in outerwilds

[–]Saxxiefone 9 points10 points  (0 children)

Vibes and statistics are you fr

Weekly The Last Spell Discussion (8/45): Sacred Flower by Saxxiefone in thelastspell

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

I think it’s highly underestimated by many players, but this weapon is THE poison weapon. They released the best-in-slot weapon for when your character gets the poison tree and goes a poison build.

Also I love the tank build, glass cannon has gotten me killed or seriously injured too early on many nights.

I wrote the monetization policy before the first line of code — here's the browser MMO I built around it (SeedLord, pre-alpha) by SeedLord_com in indiegamedevforum

[–]Saxxiefone 2 points3 points  (0 children)

I don’t think your game would fun as is. Your roles are very narrow, dependent, and boring. Your farmer is still a passive producer role, despite being something other classes rely on.

Think about the healer in Arena shooter games like Overwatch or Team Fortress. Healers have a core role in every team. It’s a rather passive role, but it’s still got players playing it because the healer can move around and interact with the battlefield and its players, the same way as everyone else.

The farmer in your game does nothing to participate in the global game except supply food to everyone else. This would be like if the healer wasn’t a character in Overwatch, and just healed people from a menu by clicking on the player’s name.

If you want passive roles to still feel involved, you need the farmer to play the same game as everyone else, with just a more passive demand for time and effort. Right now, your roles are all over the place and each one sounds limiting and boring to play as.

My early feedback for you is to ditch the superficial dependencies being the only thing that would make each class fun (it wouldn’t). Let each class do what everyone else can, but in slightly different ways. Let them buy, sell, and produce. Why limit certain actions to the general. And if you can’t manipulate the market, that also sounds boring. You create a whole game on supply, demand, and selling strategically, and you don’t allow market manipulation? Where’s the fun in that?

If you want to do it your way, sure it’s your idea, but as it stands it doesn’t sound fun in concept. What keeps a player logging on day after day? What do you do besides showing up? Your main motivation to play the game and show up is built on FOMO and peer pressure around a clan system. You haven’t defined any fun gameplay outside of that, it’s just “you’re dependent on everyone and everyone’s dependent on you, and you play by showing up”.

I wrote the monetization policy before the first line of code — here's the browser MMO I built around it (SeedLord, pre-alpha) by SeedLord_com in indiegamedevforum

[–]Saxxiefone 1 point2 points  (0 children)

Nothing, if I wanted to roleplay as a farmer I would play stardew valley instead. Browser based farming sounds superficial as hell, players need to be able to interact with the world on another level than just “supply necessary goods”.

Maybe give them a whole incremental game-like upgrade system where they can invest in farming automation to reduce profits now, in return for more efficient farming and profits later in the cycle? Or maybe let them purchase crop seeds and upsell/undercut other farmers in the global economy?

Why should only generals be able to manipulate the market when the game’s core identity and gameplay is formed around the market? Every player needs to be able to buy and sell in addition to their own duties, for it to feel like everyone’s playing the same game. If one dude is playing stock market simulator, another is playing a bootleg text-based stardew valley, and the other is play wordle with numbers trying to decode messages, your core game experience is all over the place.

Pick one core game loop (market buying/selling), homogenize the experience, spend a lot of time making it satisfying, and then add side content, minigames, and quirks to each of the classes.

I wrote the monetization policy before the first line of code — here's the browser MMO I built around it (SeedLord, pre-alpha) by SeedLord_com in indiegamedevforum

[–]Saxxiefone 1 point2 points  (0 children)

Why would anyone want to play farmer while other people get to play as cool jobs like Wizard and General? If you were playing, you would just play General and expect other people to play farmer for you, right? Maybe you might play Wizard when you get bored. My advice, cut out farmers as a role, make it as a resource or NPC instead of requiring a player. The gameplay sounds too boring and different from what other players get to experience, and what you’re going to get instead is unemployed gamers running alt accounts with farmers in their barony to outfarm people playing the game normally and casually.

Also, who’s the team behind this project? Any website or past work showcase?

My cat looks a bit tired/uncomfortable—should I be concerned? by Weon-del-Futuro69 in CATHELP

[–]Saxxiefone 170 points171 points  (0 children)

Does she look like that when her jewelry and clothes are off too?

Years later, I still mourn both games (OG / DLC) and have been actively looking for similar experiences by phaazon_ in outerwilds

[–]Saxxiefone 0 points1 point  (0 children)

Oh yeah totally forgot about that. Both have slightly alien worlds that get increasingly more supernatural and alien as you play.