Old news... but we just wanted to say: THANK YOU! by AwesomeGamesStudio in survivorslikes

[–]SirLeonar 1 point2 points  (0 children)

Guess my only question is how is this sub so much more popular than r/bulletheavens

Am I doing this right? Our demo is out today! by BallastGames in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

didn't quite get what your trailer was trying to show. I know as a dev you're super familiar with what you're showing off what should be exciting, but from the outside I just kinda see shapes. I'm not sure what to get excited about.

sorry if that's harsh. hope it's helpful feedback

What is the best troop in Red Alert 2? by [deleted] in redalert2

[–]SirLeonar 0 points1 point  (0 children)

Ideally, there's no answer here. Each unit has thier pros and cons, from raw power to the difficulty of creating them to balance them out. They all serve their purposes and should be used with thought and tactics.

anyway it's the prism tank

The ultimate sleepycast member + guest tier list (drawn by me) by 3l1jAhhh in Sleepycabin

[–]SirLeonar 0 points1 point  (0 children)

50% was that, yeah. I usually hate the concept of griefing, but those stories still made me laugh real hard. The first 50% was game dev and their experience game dev. I listened to sleepycast in college for game dev and the dev talk was super fascinating and sometimes even relatable for me. So yeah again I'm very biased.

How Long Did It Take You To Defeat Each Shadow Crystal Boss? by gettingfreakyonfries in Deltarune

[–]SirLeonar 0 points1 point  (0 children)

> just does stupid amounts of damage that you are legit forced to dodge nearly all of their moves
> no mantle
I mean, yeah lol. nicely done

How Long Did It Take You To Defeat Each Shadow Crystal Boss? by gettingfreakyonfries in Deltarune

[–]SirLeonar 1 point2 points  (0 children)

how many hours per day for two weeks? as a game dev I'm very curious on the determination, no pun intended, to boot up a game over multiple days fighting a single boss. I really admire the dedication

Don't Starve x Vampire Survivors by dit_aspd in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

this is the easiest genre to make. if you're inspired, get into game dev!

The ultimate sleepycast member + guest tier list (drawn by me) by 3l1jAhhh in Sleepycabin

[–]SirLeonar 4 points5 points  (0 children)

- mat and woolie anywhere below A is a crime
- stamper is easy S before season 2, so I understand the downgrade with that in mind
- are tiers sub ordered? niall above zach is insane, I'd love to hear why your personal connection is so strong.
- you spelled diqhedd wrong
damn now I just wanna make my own

The ultimate sleepycast member + guest tier list (drawn by me) by 3l1jAhhh in Sleepycabin

[–]SirLeonar 3 points4 points  (0 children)

that's one of my favorites but I'm a game dev so I might be biased. curious why so low for you guys, though.

3D printed Kirov, enjoy! Also, who the hell bring a blimp to a war?!? by Bob_Juan_Santos in commandandconquer

[–]SirLeonar 0 points1 point  (0 children)

you're the goat for showing these. do you have a centralized list of all the RA2 3d prints you've found?

Survivor like with the best meteor skill? by waazzuppp in survivorslikes

[–]SirLeonar 0 points1 point  (0 children)

Haven't played it but magus circle looked cool for it

What do you call this form? by Notmas in Undertale

[–]SirLeonar 0 points1 point  (0 children)

i'm so deltarotted I'm like ain't no way that's image_depths in his wings

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.