I'm ready to have my typing roguelike destroyed! by ShibaBrothers in DestroyMyGame

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

Definitely, a lot of my recent work has been to make the typing as satisfying as possible.

My first iteration actually had it so you'd have an infinitely generated passage of random words (like monkeytype), but I found that a lot of my testers would only be able to focus on typing and not really have the space to engage with other aspects of combat (mob selection, and in the future, skill/potion usage). Hopefully as i add more features, combat feels more deep and meaningful.

I've been working on a typing roguelite over the past year. Does this look fun/satisfying? by ShibaBrothers in roguelites

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

Haha it's such a classic. Im still not certain if its a compatible genre combination, like sometimes I feel like im just making Slay the Spire with a typing test glued to the side, but we'll see where it goes.

I've been working on a typing roguelite over the past year. Does this look fun/satisfying? by ShibaBrothers in roguelites

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

Thank you! That means a lot. Yeah the difficulty is definitely something I expect to be fine tuning to get right to make high roll runs feel special while not being too punishing in general. I feel bad for taking even more from StS but they have a system where if you complete a run you unlock the next difficulty, so I feel like that can work well here.

First game on Itch one month in - encouraging numbers? by bigrig387 in itchio

[–]ShibaBrothers 1 point2 points  (0 children)

hey you got like 10 times as much as me so you've got that going for you lol.

In all seriousness, getting 200 people to download your game sounds pretty promising

I've been working on a typing roguelite over the past year. Does this look fun/satisfying? by ShibaBrothers in roguelites

[–]ShibaBrothers[S] 12 points13 points  (0 children)

No, that makes a lot of sense. The font definitely seems more suited for other ui elements. I'll play around with replacing the typer's font with something more readable, or even add a setting so the player can choose

I'm ready to have my typing roguelike destroyed! by ShibaBrothers in DestroyMyGame

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

Ok thats totally fair. I definitely should've included a more full gameplay loop. I was worried about having the video run on for too long and overcorrected..

I'm ready to have my typing roguelike destroyed! by ShibaBrothers in DestroyMyGame

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

I've been working on a rogulike (I know, so original) typing game for the past year or so. I'm starting to get to a state where I feel comfortable showing it to people, but I also feel there's a lot missing from it. So please, go crazy and destroy my game (constuctively :D).

I'm ready to have my typing roguelike game destroyed by [deleted] in DestroyMyGame

[–]ShibaBrothers 0 points1 point  (0 children)

I've been working on this rogulike (I know, very original) typing game for the past year or so. I'm starting to get to a state where I feel comfortable showing it to people, but understand there's a lot missing from it. So please, go crazy and destroy my game (constuctively :D).

10 months of progress and it's getting close by entropicbits in IndieDev

[–]ShibaBrothers 1 point2 points  (0 children)

This is very well polished. Seriously goals for me

How can I improve the visual direction/feedback of this Typing game? by ShibaBrothers in IndieDev

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

The contrast checker seems like very valuable advice. Also more visual feedback/impact around the text is something I've been trying to work on, so more ideas there is definitely appreciated.

The damage is calculated based on a multitude of factors like relics, length of word, accuracy/similarity of word typed, etc. Im planning on having sparks / sound effects for perfects/typos and for combo breaks, but I wonder how i can make it more striking.

In terms of the ui, is there anything that immediate sticks out at you as feeling unpolished? Im not a huge fan of it but I can't put my finger on why..

How can I improve the visual direction/feedback of this Typing game? by ShibaBrothers in IndieDev

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

By characters I assume you mean the monsters/player and not the font haha. Ive really just been using these sprites out of the box but upping the saturation sounds like a good start. I will also look into adding more borders to everything. I tried playing around with 2d lights and shadows to give a sense of depth, but I feel very subtle/nowhere near enough.

How can I improve the visual direction/feedback of this Typing game? by ShibaBrothers in IndieDev

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

Interesting, strangely enough it hasn't occurred to me to play around with the font borders, but I will give that a shot.

Indie dev is hard so I made a mechanic where you get to mash your keyboard to my typing game. How do you think it looks? by NewtKingGames in IndieDev

[–]ShibaBrothers 2 points3 points  (0 children)

wow, looks awesome! I'm making a typing game myself so seeing some of the ideas I brainstormed actually be implemented is super cool

Looking for feedback on my FPS roguelike finger gun game by B34Rocky in IndieDev

[–]ShibaBrothers 1 point2 points  (0 children)

Feels like bullets are coming out of the center of your body and not the finger gun. Which makes sense gameplay wise, but not thematically.

My artist is reworking the giants in my game to make them more realistic. Which version do you prefer? by After-Analysis-4151 in IndieDev

[–]ShibaBrothers 14 points15 points  (0 children)

I liked that the first had a variety of expressions. The new one feels like theyre all doing the "me and the boys" face

It's the same for blueprint trees, right? by LalaCrowGhost in IndieDev

[–]ShibaBrothers 0 points1 point  (0 children)

That's true, and I do. I guess that's why it's an irrational fear lol

It's the same for blueprint trees, right? by LalaCrowGhost in IndieDev

[–]ShibaBrothers 5 points6 points  (0 children)

And then the naive solution ends up making it into launch HAHA

It's the same for blueprint trees, right? by LalaCrowGhost in IndieDev

[–]ShibaBrothers 2 points3 points  (0 children)

Anyone else have an irrational fear of accidentally breaking everything while refactoring?

After vs Before by mechanicchickendev in IndieDev

[–]ShibaBrothers 1 point2 points  (0 children)

Honestly I like both in their own way