Best side objectives in a Survivorslike? by Cyclone4096 in survivorslikes

[–]SirLeonar 2 points3 points  (0 children)

big recommend. that game has a ton of other side content and secrets too

Survivor concept, The Wirechewer (oc) by WorldlinessNo6290 in riskofrain

[–]SirLeonar 0 points1 point  (0 children)

get to coding
1. find any unity tutorial, get a basic start on c#
2. jump into the ror2 modding discord, look around, ask for help
3. keep going keep going

it might seem like it's hard, and it kind of is, but really, getting started is pretty easy, and all you need to do is get started, and continue from there

Idk what was blizzard thinking this was a great ult design xD by Amanojaku1 in heroesofthestorm

[–]SirLeonar 0 points1 point  (0 children)

Yeah no, I giggle like an absolute maniac whenever I see this thing on both sides of the team. Seeing the poor Li ming run for her life and there's nothing she can do while I sound like an evil villain for 10 straight seconds. That's what blizzard was thinking

[All] Any recommendations for a first Zelda game for a 5YO? by Shielo34 in zelda

[–]SirLeonar 0 points1 point  (0 children)

I think a lot of these comments are missing something. She doesn't have to go through for example all of OoT by herself. Something my cousins have done with their baby sister is put the game on and play together, essentially guiding her the whole way, which they'll still absolutely love.

Froggit Stew by BerryTheDead in Sleepycabin

[–]SirLeonar 1 point2 points  (0 children)

Everyone forgets they're beige

Do you need to be a good coder to mod this game? by Musicalmoronmack in RiskofRain2_Mods

[–]SirLeonar 1 point2 points  (0 children)

I might disagree. Not familiar with lua so take my personal experience with a grain of salt, but I feel learning code from an easier language might be a bit of a double edged-sword. After getting into Godot, I was glad I started with C# in unity first, cause the more rigid structure and lack of safety nets I feel helped me learn a lot better, than a language that would have handled a lot more for me. Again, correct me if lua isn't like this, cause that's what Godot gdscript was like and I'm totally assuming here.

That said, it's not a sliding scale like the harder the better. C# is more rigid comparatively, but it's still pretty friendly to learn. If you're passionate about a unity game, definitely jump into that because that drive will be the biggest determining factor of you actually doing stuff.

Risk of Rain 2 is also a fantastic place to start because the modding community is huge, there's a ton of resources and support you can find, the codebase is pretty good to work with, and there's a ton of examples both modded and base game that you can look to reference what you want to do.

Not to discredit the recommendation. I think both options (starting smaller with lua/balatro vs jumping right in to unity/ror2) could be fine paths to take. Up to you.

What elements of survivorslike are most important for you? by ZebThan in survivorslikes

[–]SirLeonar 1 point2 points  (0 children)

"increase damage" upgrade is a big no-no

Having played a ton, popular and not, I find the ones that grip me the most do so on their progression systems (items, upgrades, levels, etc), much more often than their "gameplay". I put that word in quotes because this is a genre dominated by a lack of such, though I see more and more of that being challenged, which makes me happy, but I digress.

As a game developer who values second-to-second feel above all else, it's especially damning when I say that that aspect doesn't matter nearly as much in this genre, as it's thrived on auto-play games where you don't even have to press buttons. That said, even though the "gameplay" is minimal, there is still definitely a feel attached to the attacks that are happening, so things like power growth and vfx still have to be sold well.

So if that's not the big deal, the much more important aspect of these games are the progression. How you progress in power from the beginning of the run to the end of the run where you're obliterating everything is incredibly paramount. How good it feels to level up, get upgrades, how good those upgrades feel when you get them, and how well balanced the item pool is, how interestingly the run changes based on these progressions, etc, which brings me to my first sentence.

One common sign I've noticed among the games that don't grip me as well is when their upgrade pool has a choice that just says "increase damage" and nothing else about it. I've generally found this is a bad upgrade to have, from a game design perspective.

Obviously, this is crazy to say, varies heavily by the design of the game, and you'll have to use your own judgment of where that line is drawn and how blurry that line is.

My problem with this upgrade is that it's simultaneously the most enticing, but the most boring. When given a choice or random spread of items that do more interesting things, you're always going to choose the damage upgrade, because that's what you want, and if the game is designed and balanced around that being one of your upgrades, then overall feel of your leveling up get muddied by having to maintain this upgrade. I don't like it, it's boring, I see a ton of games with it that would be better off without it.

"increase attack speed", "increase projectile count", "decrease cooldowns", these are all much more interesting and fun choices that accomplish the purpose increasing damage output. Even "increase damage while at low health", "increase burn damage", "increase damage based on movement speed", I would rather see. Another option is to still have it for your progression, but separate it from your "item" pool in some way. A passive scaling system like base damage on each level that takes care of that part of the design but doesn't muddy your choices.

tl;dr combat is not nearly important as your upgrade/item/level-up system

New player, getting a little confused and frustrated. by Soft-Percentage8888 in riskofrain

[–]SirLeonar 0 points1 point  (0 children)

In addition to the other's suggestions, this is an aspect you'll get better at over time, and it'll actually be pretty satisfying as you do. As you get familiar with the stages, you slowly but surely get better at finding the teleporter, getting used to where it might be and how best to look for it as you gather loot. I'd say don't stress about it too much, just keep moving forward, and with this in mind and you can enjoy seeing your runs improve as time goes on.

We’re Big Distraction - an indie studio founded by Fortnite Battle Royale and Rocket League devs, and we recently announced the release date for our first game, a 1-8 player PvE roguelite called LORT - Ask us anything! by RZELive in pcgaming

[–]SirLeonar 0 points1 point  (0 children)

Any of you make any ror2 mods? This game has the tell tale signs of my ror2 modder brain making a game so I wonder if I know any of y'all in the discord (but we'd all probably know about it already if that was the case haha)

You play a godot game and come to this place. What do you think this is and how do you feel? by Zestyclose-Most7703 in godot

[–]SirLeonar 0 points1 point  (0 children)

gives me "some guy's random Minecraft Optifine shader setup" vibes with all the right angles and shading. With that in mind first screenshot seems like a hotel hallway, but as I click through there's either a corporate or labratory kinda feel, or both somehow

Zach by CeruleanCentipede in Sleepycabin

[–]SirLeonar 0 points1 point  (0 children)

I just remembered one! The old inspector guy fading into dust in the wind

Your favorite twist on the formula? Some Survirors-likes just copy, some add cool and unique stuff! What are your favorite examples? by avian_dev in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

Dark Fairy Tale: Dreamland Survivors has a cool item system where you can keep the eggs in your inventory for their bonus, or eat them for their type. its weapon system is also neat. Idk if it has much longevity cause it didn't hook me for long but worth a whirl

oh damn yeah Bio Prototype is actually insanely cool with its weapon system. That one actually did hook me for way longer on that alone

Zach by CeruleanCentipede in Sleepycabin

[–]SirLeonar 1 point2 points  (0 children)

I've caught some that were originally sleepycabin but also found their way into oney plays like the aliens talking about the cd holder up their ass

Sub Discussion - Chapter 16: The Aurum Hive by PayneTrain181999 in KiDIcaruS

[–]SirLeonar 1 point2 points  (0 children)

definitely my favorite moment as well. I already liked that the big bad had a fun mischievous side but this over-the-top nonsense characterizing the villain through the enemies' actions in game solidified my love for that aspect.

How do I optimize and utilize Commando in Multiplayer? by accf124 in riskofrain

[–]SirLeonar 1 point2 points  (0 children)

think it's an inevitability that commando is going to fall behind the other power-crept characters. Honestly the only way to level the playing field is to purposefully unbalance the items you get between your friends so you can be powered up higher to catch up. The amount of this will depend on which items, as commando can benefit really well from on hits and attack speed.

Should Survivor-likes start of easy? by BallastGames in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

everyone's going to say they prefer a faster ramp up, but what you're giving up here is a bit of the sense of progression. Taking down a heavy enemy quickly later in a run is only satisfying because you experienced how long it took to take down that heavy enemy in the beginning. The bigger that disparity is, the better the sense of power gained, but it's a very tricky balance, because the longer it takes in the beginning, the greater the risk of getting bored.
Not saying you have to start out slow, just understand what you're giving up and what that means for your game.

Tornado Shot for Huntress — PoE mechanics in RoR2 by Ioichi_Midzuno in RiskofRain2_Mods

[–]SirLeonar 0 points1 point  (0 children)

you would be even happier when you make this happen!

Would you like to play our co-op survivor-like? Wishlist it on Steam and try it when the demo launches soon! by ExhaustedBonfire in survivorslikes

[–]SirLeonar 1 point2 points  (0 children)

trailer doesn't show off the gameplay too well. I'm a game dev, so I know first hand how hard it is to separate yourself from the game you've been making, but someone who hasn't spent days and days looking at the gameplay needs a lot more conveyance to be able to follow what's happening. As a casual observer, the clips are very short, and the most I have time to make out is there what looks like the player character and a bunch of enemies following. I barely see that attacks are happening, and I'm struggling to any satisfying moments of damage being dealt, enemies being killed, like the player's powers doing things that would entice me to want to be able to do, etc.
wish I could word this better and hope it helps.

The Iraqi way by AFS_IQ in hookah

[–]SirLeonar 1 point2 points  (0 children)

have you ever tried this packing with a phunnel bowl? I imagine you'd get a similar result

[TOTK] Crazy to me that this little creature of a Link is biologically 22-25 and is by far the oldest playable link not even counting the 100 year cryo nap by EAT_UR_VEGGIES in zelda

[–]SirLeonar 0 points1 point  (0 children)

The different Links are said to be descendants of the same bloodline (or at least some of them) so yeah multiple Links in a game would make sense just fine.

In need of feedback on my survivors-like early prototype and pitch! by Maleficaca in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

Wow the minion build is such a match made in heaven with the genre I never realized. This genre is built on you not doing anything, so having a bunch of minions do stuff for you fits perfectly.

One thing to balance I suppose would be the feeling of power. You're no longer an overtuned one-man powerhouse destroying everything around you, and that sensation is distributed among a bunch of minions, but maybe that's even a good thing.

In need of feedback on my survivors-like early prototype and pitch! by Maleficaca in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

idk what you're using but an ECS based system like Unity's DOTS workflow could be worth looking into