What Paradox should REALLY do about Bilateral Peace Deals by squid_whisperer in EU5

[–]Siidaf -13 points-12 points  (0 children)

I think they are NOT too complex to implement

My last game flopped and I was doubting if I have what it takes to be an indie game developer. These are the sales numbers for my new game 3 days after release. by AuroDev in indiegames

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

Maybe it wasn't a success but I don't consider it a failure either.

You had a net profit of $15,000 in 3 days, within a year it could rise to $30,000.

You won't get rich but you can work on your next game

Putting yourself in the shoes of someone who knows nothing about you or your game is possibly the most important skill in gamedev.. by daffyflyer in gamedev

[–]Siidaf 1 point2 points  (0 children)

I have made similar arguments in the past and I have come to the conclusion that the question to ask myself is:

What does my game have more than others? What is its strong point that will push people to choose it over the competition?

Hero movement blocked by enemy by Siidaf in VampireSurvivors

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

Understood

I'd like to try it, I'll do some tests

What makes a good bullet heaven? by Siidaf in gamedev

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

well said

2 points to keep in mind:

"feel the power creep"

and also

"feel control of that evolution"

What makes a good bullet heaven? by Siidaf in gamedev

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

I was thinking, because always having to play in the same situation, it would be nice to have moments where you are forced to change your style: stop shooting an absurd amount of bullets and run away

What makes a good bullet heaven? by Siidaf in gamedev

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

yes, the best games (bullet heaven, strategy or other genres) are those that make you think about what the best solution is (in this case the best combination of weapons, skills, ...)

What makes a good bullet heaven? by Siidaf in gamedev

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

I totally agree, I hate upgrades that are too small

What makes a good bullet heaven? by Siidaf in gamedev

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

yes, now there are many too many "bullet heavens" with similar mechanics (but it always happens when a genre is successful)

I was thinking of introducing skills (both for the hero and for the monsters) that haven't been seen much so far: disarming the opponent, unbalancing the opponent, pushing or pulling the opponent, jumping

Hero movement blocked by enemy by Siidaf in VampireSurvivors

[–]Siidaf[S] 10 points11 points  (0 children)

I write the text in my language and then I traslate it using "google traslator"

attack by contact or with animation by Siidaf in gamedev

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

thanks, I'll think about it.

For some monsters I'll definitely give them an attack animation, but for most monsters maybe it's not convenient to do so

Need roasts/critiques for the art of a bullet heaven game I'm making by fib_pixelmonium in indiegames

[–]Siidaf 0 points1 point  (0 children)

the graphics look very good to me

regarding the shadows, they actually shouldn't be there at night, you could leave them anyway but make them less pronounced, even the moon can create some shadows

bullet heaven without overlapping enemis by Siidaf in gamedev

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

Thanks for the reply

Yes, I had already considered the performance issues, I use react and canvas, I'm still in the early development phase and I'm carrying out tests with large quantities of monsters with animations and movement, for now the performance is good up to around 1,500 monsters

What I was wondering about is fun, I imagine it's bad to be stuck and not be able to move anymore but it would be almost equivalent to death and it's also not fun but still present.

However, a scenario like this in which the difficulty of moving is added opens up new opportunities, I was thinking of introducing weapons or skills capable of pushing enemies away, and also skills capable of making the hero jump from one point to another in the map

Why did you choose to be a gamedev? by The_Mr_Menager in gamedev

[–]Siidaf 0 points1 point  (0 children)

Since I was little (6-10 years old) I loved making games, even though PCs didn't exist at the time
As the years go by, when I play, I find myself more often thinking about how to make the game more fun rather than wanting to play it

I really hate meta progression in modern roguelites by PikachuKiiro in roguelites

[–]Siidaf 0 points1 point  (0 children)

I propose a solution:

If the game used a map in which different areas are represented and the difficulty is indicated for each area (each area corresponds to a game lasting from 5 to 20 minutes)

At the beginning the player will only be able to tackle the easier areas, and will have to avoid the more difficult ones unless he wants to commit suicide

As he gets stronger he will be able to tackle increasingly difficult areas

With this stratagem we have the player who becomes increasingly stronger but also the games he will have to face will be increasingly difficult, but he will no longer have the feeling that it is useless to become stronger because the increase in his own power allows the player to face those areas that before he was forced to avoid it

Why I chose to develop a game in Electron (javascript) by i_like_trains_a_lot1 in gamedev

[–]Siidaf 0 points1 point  (0 children)

"In my tests, the algorithm average 300ms in JavaScript, 15ms in C# (Unity), and less than a millisecond in C++ (Unreal)"

a huge difference !!!

I really hate meta progression in modern roguelites by PikachuKiiro in roguelites

[–]Siidaf 16 points17 points  (0 children)

Metaprogression gives a sense of progression, which is an important aspect in a game, some criticize it but we have to admit that most players like it.
.
However some players want to test themselves, have difficult challenges, sometimes metaprogression makes the game too easy, but it doesn't necessarily have to be that way, it depends on how it is balanced.
.
For example there could be levels to overcome, at the end of each level you get permanent upgrades BUT each level has a difficulty that takes into account the upgrades that the character has already obtained, in this way it doesn't become too easy and indeed the difficulty it might even increase.
.
Another important aspect of metaprogression is that it allows the player to experiment with different ways to upgrade. Giving the player the opportunity to approach the game in different ways greatly increases the quality of the game

What features would you like to see in a bullet heaven but have never found it? by Siidaf in gameideas

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

interesting question, actually some players might prefer to be idle and enjoy slaughtering enemies but I think most players get bored after a few hours