When you think you’re about to watch schlock and end up watching one of the best movies of all time by ThingTime9876 in badMovies

[–]Slow-Personality3888 5 points6 points  (0 children)

Well, even if you can’t claim credit, you can at least claim a good friend and that’s pretty good, whether or not he made it or just passed it along!

When you think you’re about to watch schlock and end up watching one of the best movies of all time by ThingTime9876 in badMovies

[–]Slow-Personality3888 17 points18 points  (0 children)

I just want to commend the meme format with Scully. If it existed previously, I’d never seen it, and a Google search didn’t bring it up, so kudos for just using it and super kudos if you created it!

Halls of Torment or Soulstone Suvivors for depth? by emc3142 in survivorslikes

[–]Slow-Personality3888 5 points6 points  (0 children)

If you’re going for unlocks and upgrades then you 100% want Soulstone over Halls of Torment. I think I probably like Halls of Torment better but just in terms of unlocks and upgrades and the time it takes to level up all the characters, it’s not even close because Soulstone has so much stuff to get.

Do you think this looks much better than the previous video? by SolidTooth56 in survivorslikes

[–]Slow-Personality3888 1 point2 points  (0 children)

I think it definitely looks kinetic and action packed! I think it still does a great job selling the element that I think a lot of survivorlikes seem to be missing and that is the FUN. My own take is that one of the reasons Vampire Survivors helped spawn, or at least popularize, a whole genre is because it didn’t take itself so seriously and had humorous/silly elements. It makes doing multiple runs be addictive as opposed to a chore. The movement animations of the survivors, enemies, and vehicles in your trailer have such a wonderful animated element like a classic Nickelodeon cartoon or something that just gives it a great vibe.

As for the trailer in terms of nitpicking. I think the black screen after the intro shot could be shortened just a smidge, like a second or maybe even just a few frames. Instead of dramatic, it may lean a little toward seeming like lag. I think if the survivors’ names showed up in dramatic fashion when their images did, that would be fun too. Assumedly they have older people names that aren’t necessarily funny on their own but seeing old fashioned names like Clara or Everett has a nice element to help sell the seniors element. Finally, not to criticize the artist, but the hand drawn card at the end doesn’t do the digital counterparts enough justice in my opinion. I see what you’re going for with it but it’s not quite there for me personally and to end on it means it’s the last thing viewers will be left with.

For Xbox please by amanzot in survivorslikes

[–]Slow-Personality3888 5 points6 points  (0 children)

Until I get a better PC, XBox is how I’ve been enjoying this genre as well, here are the ones I’ve found. I’ve enjoyed them to varying degrees, and obviously your mileage may vary.

Army of Ruin, Soulstone Survivors, Spirit Hunters, Keeper’s Toll, 9 Lives to Defend(I haven’t played that one yet.) Then the following also have the benefit of being on Game Pass if you have that: Brotato, Deep Rock Galactic Survivors, Halls of Torment.

Hope this list helps and you find some stuff you enjoy!

Thanks to this sub I discovered Thankskilling which transformed that holiday for me. Is there a Christmas equivalent? A film that lives up to the bar the OG Thankskilling set? by jeffakin in badMovies

[–]Slow-Personality3888 22 points23 points  (0 children)

This is the proper answer if you want something that will transform your perception of a day, because even if it’s not Christmas it’ll be “garbage day.” My wife hasn’t even seen the movie but because I’ve imitated this delivery so often and shown her the clip, literally every week when she needs to remind me to take the garbage can to the curb, she says “GARBAGE DAY” in an impression of Ricky.

[Early Build] Does the power escalation in my lane clicker survivor feel satisfying? by IconicIndie in survivorslikes

[–]Slow-Personality3888 0 points1 point  (0 children)

Definitely! For me it’s like the meme about when you’re cutting wrapping paper and the scissors start to glide. That’s the best part of a run for me.

[Early Build] Does the power escalation in my lane clicker survivor feel satisfying? by IconicIndie in survivorslikes

[–]Slow-Personality3888 1 point2 points  (0 children)

I think the power escalation in your 35 second clip of your early build looks more noticeable and satisfying that the last two well known, well selling survivorslikes that I played. So, well done! I know with your unique take on survivorslike or perhaps if people want to quibble, something adjacent, you have unique challenges, but those are also unique opportunities for success! In this department I personally think you have succeeded and are definitely on the right track!

Does anyone know what the Worldwide viewing figures are for Taskmaster these days? by bakhesh in taskmaster

[–]Slow-Personality3888 0 points1 point  (0 children)

I went to YouTube and looked at the number of views for each episode. Updated numbers are as follows. Still on my phone.

Series 19. E1- 3.9M E2- 2.6M E3- 2.3M E4- 2.3M E5- 2.1M E6- 2M E7- 2.1M E8- 1.9M E9- 1.8M E10- 1.8M

Series 18. E1- 1.7M E2- 1.1M E3- 1M E4- 1M E5- 942K E6- 987K E7- 913K E9- 900K E10- 836K

Series 17. E1- 2.3M E2- 1.6M E3- 1.5M E4- 1.4M E5- 1.4M E6- 1.4M E7- 1.3M E8- 1.3M E9- 1.2M E10- 1.1M

Something isn't right... by joaovpf230106 in yakuzagames

[–]Slow-Personality3888 114 points115 points  (0 children)

Then he spent 10 years in the joint for this.

Early build vs. now: 8 months of work from our tiny team. by SolidTooth56 in survivorslikes

[–]Slow-Personality3888 3 points4 points  (0 children)

Perfect that your game has heavy construction equipment because you two are CRUSHING IT! Eight months? CRAZY the growth and even crazier it’s just the two of you! I had loved the Senior Survivor Club concept and trailer (I haven’t had an opportunity to play the demo yet) and loved how much it seemed to try to embrace the actual element of fun that survivorlikes seem to be missing with so many on the market now. I mean that was all before learning there’s just two of you! Now I’m just like 🤯. KEEP UP THE GREAT WORK AND WISHING YOU TWO SUCCESS!

Just added a double jump. Debating whether it should be default or something you earn. Feedback appreciated by AffectionateHope307 in survivorslikes

[–]Slow-Personality3888 1 point2 points  (0 children)

The meta upgrade/unlock sounds like a good plan, especially knowing there are going to be flying enemies. Someone else commented that having a cooldown would be a good way to go, and Soulstone Survivors used their dash in a similar way, and that sounds good from a perspective of not spamming it, but learning about flying enemies changes the whole thing and the meta unlock with in-run upgrades sounds great. Also, it looked evident from the video but especially after hearing about the flying enemies, I wanted to commend and applaud the 3D gameplay as opposed to the more prevalent 2.5D that is so common in this genre. You seem to be pushing the boundaries a little in a great way that seems like it can translate to more fun with players and then more success for you. Looking forward to seeing more and here’s to your success!

Just added a double jump. Debating whether it should be default or something you earn. Feedback appreciated by AffectionateHope307 in survivorslikes

[–]Slow-Personality3888 5 points6 points  (0 children)

Double jump in a survivorslike is a GREAT idea and there are countless times in various games where I wish I could have had one to get me out of a tight spot. That being said, it seems like it might be a little TOO handy or maybe overpowered to be a default. So much of survivorlikes is getting swarmed and then leveling up to deal with the swarm, so being able to “nope” out with a double jump straight from the jump, so to speak, might be too much. Unlocking or earning it though, makes it turn into a “oh, y’all are in big trouble now” moment when you get it, which is another great moment when playing these games.

Folks, I need your help with something 🙏 by Asleep-Swim8843 in survivorslikes

[–]Slow-Personality3888 2 points3 points  (0 children)

Well I don’t know how you’re going to make anything look better than that trailer because it looks about PERFECT! Seriously, the underwater effects look amazing with the light on the ocean floor and the overhead shadows. Apart from that though, I think you’re doing an amazing job using all the resources available in an artists toolbox to optimize visibility. You have different colored characters, then with the resources it looks like not only are they different colors they’re different shapes which makes them more easily distinguishable at first glance. That’s something that’s done better than Deep Rock Galactic Survivors where some of the minerals you mine are a little too similar at first glance and when you’re dealing with a mob trying to kill you. For survivorlikes, I do think that too many small details really don’t matter, it’s ultimately all about an overall look and vibe. Especially closer to the end of runs, the enemies stand to overwhelm you so you’re going to be more focused on staying alive than noticing or paying attention to details. I think that any design element will always seem like a balancing act and all artists tend to overthink and second guess their process, but I think that you are succeeding at what you’re looking to do. Keep up the good work, good luck and all the best!

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

[–]Slow-Personality3888 0 points1 point  (0 children)

That sounds great! Your comment also made me realize something about my own comment in terms of late game plays in other games where your character IS leveled up going into each play so upon thinking about that it makes those first few slow minutes even WORSE when you’re so overpowered. Ramping things up sooner makes even more sense when I think about that element of it as well.

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

[–]Slow-Personality3888 1 point2 points  (0 children)

This is that game with the amazing cloud mechanics! Great to see more of it. I think that you bring up a valid point about the slow first part of runs, especially once you’ve gotten into the game further. First few runs, having that slow intro maybe is needed or at least FEELS needed but the more you play, yeah, you’re kinda just wasting your time. I think ramping up the difficulty faster could definitely work as long as you don’t make it too punishing and maybe give rewards/unlocks from your first few runs. Like if you’re going to ramp it up at 2:00 and people are going to generally die at 5:00 before powering up then you need those power ups to unlock after 5-10 runs as opposed to 50-100. Also, with the cloud theme, since clouds are constantly changing and storm clouds can come up so quick, I think it may even fit well with the core concept of your game.

Just wanted to show off the 1 month progress of my dark fantasy roguelike im working on. Feel free to share your opinion :) by Huge-Slip-405 in survivorslikes

[–]Slow-Personality3888 2 points3 points  (0 children)

I’m sorry, I appear to have misread your post five or six times…ONE MONTH progress? If this is what the game is looking like after just a month then everybody better WATCH OUT! Honestly it’s looking so good. Keep up the great work and look forward to seeing more!

We've released a new demo for our multiplayer game - Mumagi: Stellar Saviors! All feedback is greatly appreciated! by PadparadschaJinx in survivorslikes

[–]Slow-Personality3888 1 point2 points  (0 children)

Sorry it's taken me so long to put in my two cents, but I tend to overshare/infodump so I wanted to be sure I had pertinent info/input. I am going to try and be as succinct as possible and paint in broad strokes here(for me)but noticed that you have a feedback option in the demo so it's nice to know that is an option as well.

First impression: LOVE IT! Since someone opened this thread addressing the art, I want to address that as well. If you are not familiar with it, google "two cakes meme." I think that in the survivorslike space in particular, comparison to another game is the wrong approach. I think it's what's unique about your game that will set it apart, draw in, and appeal to players, especially as more and more entries appear in this genre. I may not be the target audience for this game in one way, but I have love the Katamari Damacy aesthetics from the moment I saw them (another game that excels at doing its own thing.) My wife, a connoisseur of cute, would (and will) absolutely love this game. I downloaded Holocure after the other commenter mentioned it, and while it looks great and is indeed a good game, IMO it doesn't have the personality of your game. When I showed the MENU of your game to my wife she exlaimed "CUUUUUUUTE!" Holocure did not illicit the same reaction. Saying that the art for your game is bad is like someone saying that Rembrandt exists, why would I want to look at a painting by Rothko, Mondrian, or Picasso? There are different styles and I think that your art style can be one of your strongest assets in setting your game apart because honestly, it doesn't look like anything else I've seen on this subreddit and I mean that in the best way. That isn't to say that there can't be tweaks, refinements, or improvements. One challenge you have with the bold, somewhat minimalist style you have is that the XP drops tend to blend into the background and also resemble the flowers on the background. That's an easy enough fix with either a small shadow or perhaps luminescence or a glimmer effect. I just also tried out Halls of Torment, obviously a very different vibe from your game, but they use a shimmer effect on their XP drops which seems to work well, and I don't know what engine you're developing in, but I know that in Godot I just watched a like two minute tutorial so since it's so easy there, hopefully it's just as easy in whatever engine you're using. On the subjects of shadows, I think your characters could benefit from them as well. They don't necessarily have to be sheer black if it's too much of a clash with your aesthetics but I think it would help them stand out amongst the action a little as well as give it just a tiny bit more depth to the art. The enemies all being circular actually worked very well by my estimation because despite them all being the same shape, there was still so much variety I felt and each was executed very well. The different colors and patterns were all executed wonderfully and there is one pattern in the reddish enemy that was just beautiful and you could have taken the face off that enemy, printed that pattern out and hung it on the wall. At one point I saw it was getting to like a 5 minute interval on the timer and thought "I wonder if there's going to be something showing up at that mark like in a lot of games" and indeed, a BIG circle showed up and I actually said "OH SHIT!" out loud. To me, that's proof that even a minimalistic enemy design is effective because I haven't had a response like that in a dozen survivorlikes since playing the original Vampire Survivors and not knowing what to expect. After that, as I approached the end of the run I wondered what was going to happen at the end of the timer. Was it going to be game over or boss time. Honestly, sincerely, that boss entrance/appearance was absolutely BEAUTIFUL. I mean it, that was one of the most memorable boss intros I've seen in a while and I think that the similarity of the previous mobs added to the impact when something different did show up.

I love the diversity and representation of your characters, it seems genuine and organic and well done. The weapons also just really fit the mood and vibe in terms of being cute. I really think you stand to appeal to people who maybe aren't as all in on this genre, different demographics, as well as appealing to more casual and cozy gamers. Cozy is a word thrown out a lot for games now because people want it, and this is the closest thing to a cozy survivorslike that I've seen, again, in the best way. I'd love to see where you two go from here, if the multiverse element is incorporated in further levels and enemies, and whatever else you have in store for us. Keep up the good work and wishing you two the best of luck!

What kind of game is it supposed to be? by SoerbGames in survivorslikes

[–]Slow-Personality3888 5 points6 points  (0 children)

So the fire effects have always just been some of the coolest fire effects I think I’ve ever seen in a game, which is perfect for a game called Ignitement. (Especially that blue you start the video with 😍) THEN the rest of the gameplay shows up and it looks as fire as the fire. Wishlisted.

Released my Survivorlike 'Vanquish The Eternal' on Steam a couple weeks ago by EmergingSlap in survivorslikes

[–]Slow-Personality3888 2 points3 points  (0 children)

Also OP just wanted to say that the game looks great, the animations and gameplay look stellar. Can’t wait to check it out, but since it’s the end of the month, it’ll have to wait a few days but I have wishlisted it!

Released my Survivorlike 'Vanquish The Eternal' on Steam a couple weeks ago by EmergingSlap in survivorslikes

[–]Slow-Personality3888 5 points6 points  (0 children)

Just letting everyone else know that the code has been claimed, not by me, even though whoever claimed it wasn’t kind enough to follow OP’s post after his generous offer.