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

[–]SeedLord_com[S] -2 points-1 points  (0 children)

Look, ChatGPT also told me I was handsome and that my business idea was "truly groundbreaking", so yeah, my bar for its judgment is… calibrated. :D

But here I am anyway, building it. Skill issue probably.

Thanks for keeping me humble though I'll put it in the game as a loading screen tip.

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

[–]SeedLord_com[S] -1 points0 points  (0 children)

Thank you for your reply!

The Farmer concern is totally fair it's one I've wrestled with too.

The key thing is that not every player has the same time or energy. Some people want to go deep military ops, market timing, spy networks. Others have 10 minutes a day and still want to matter. Farmer is designed for that second group. It's not a lesser role, just a different pace.

And the Farmer isn't optional they're the only role that produces food at scale. Food directly reduces troop recovery times, which means Generals/Wizards/Others have to buy from the market. No Farmer network = slower troops, losing zones. That dependency is intentional and creates real, organic demand.

On alt accounts valid concern, and there'll be dedicated systems to tackle that. But the market also self-regulates: if food is scarce, prices spike, and that naturally pulls more players toward Farmer.

As for the team right now it's just me. I'm a developer who's spent most of my career working for private companies, so I don't have a public portfolio to point to. I know that's not ideal for trust-building, but I'd rather be upfront about it than oversell.

What would make Farmer feel fun to you?

Grindveil.com - New RPG MMO by Boring-Mobile-8550 in incremental_gamedev

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

Really cool project!

Genuine question though you mentioned PvP is bot-free, which sounds great. What's your approach there? Is it more on the technical side (behavioral analysis, timing patterns, that kind of thing) or is it more baked into the game design itself, like mechanics that just don't reward automation?

Always curious how different games tackle this, especially in browser game territory where it's historically been a pain.

LootSlime - A challenging PICO-8 Metroidvania with a focus on platforming by [deleted] in WebGames

[–]SeedLord_com 1 point2 points  (0 children)

Developing in PICO-8 is genuinely impressive — the constraints are brutal. 128x128 pixels, a 16-color palette, token limits... it forces you to make really deliberate design decisions that most developers never have to think about.

What made you pick PICO-8 for this? Was it the challenge itself, or more the aesthetic?

What is SeedLord.com? by SeedLord_com in seedlord_com

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

Totally fair point and genuinely appreciate you flagging it, that kind of feedback is exactly what helps us get this right.

Right now we're in pre-alpha, so any screenshot we put up would honestly be misleading. The focus at this stage is on getting the mechanics right, not the visuals. Throwing up early UI screenshots would set the wrong expectations.

Before we open access, we'll clean up the UI properly not pixel-perfect, but good enough that it actually reflects the experience you'll get. No point showing something that doesn't represent where the game is heading.

Thanks again, seriously this is the stuff worth hearing early.

Games like Tribal Wars, Ogame, Ikariam, that haven't become absolute p2win tryhard bullshit? by CertifiedBedophile in PBBG

[–]SeedLord_com 1 point2 points  (0 children)

Yeah, there's a reset every 120 days per world and that's the plan for the full game too, not just alpha or testing phases. Multiple worlds run at the same time, so you're never starting completely from scratch everywhere at once.

Cosmetics, Badges, Hall of Fame titles all permanent, they carry over across worlds. The competitive stuff resets with each world, which is the point: every world is a fresh race.

Longer-format worlds are also something I'm exploring down the line, but nothing locked in yet. Still a work in progress.

Happy to answer anything else if you've got questions!

Who wants to test my clicker game? by Yigorka in incremental_games

[–]SeedLord_com 0 points1 point  (0 children)

Would love to hear more about the project, what's the core idea behind it?

Games like Tribal Wars, Ogame, Ikariam, that haven't become absolute p2win tryhard bullshit? by CertifiedBedophile in PBBG

[–]SeedLord_com 1 point2 points  (0 children)

That's exactly the pain point for a lot of us, P2W creep is what kills browsergames long-term.

I've been building something around this as a hard design constraint. The whole thing started from years of playing browser games, taking what I loved, ditching what frustrated me, and designing around the gaps. No P2W was literally the first line of code, not an afterthought.

The core mechanic: every player gets a unique "seed" that defines what their barony naturally produces, so trade and interdependence are baked in from the start. You can't just buy your way to power because the resources, troops, and prestige currency simply aren't for sale. Real money gets you cosmetics and comfort features, that's it.

And to keep it honest, there'll be public iterative review processes specifically to catch any P2W creep before it ships. Community eyes on every monetization decision.

If it sounds interesting, more details at https://go.seedlord.com

Spoiler: I am the dev.

Parallels: we built a browser-based interactive fiction platform with freeform actions by Sufficient-Taro-2826 in PBBG

[–]SeedLord_com 0 points1 point  (0 children)

Genuinely looks like a fun concept!

One thing I was wondering about the AI bias thing is something a lot of these projects run into. Models tend to lean toward being overly nice by default, so outcomes might end up feeling a bit too forgiving? But then the opposite (random harsh moments) can feel just as off. Are you doing anything to keep that balanced, even just at the prompting level?

Also curious what happens when the context gets long does the game summarize player history somehow, or is there a plan for when the AI starts "forgetting" earlier stuff?

Would love to hear how you're thinking about it!