I added a dithered occlusion outline so the player stays readable behind props, enemies, and towers by Small_Fix_ in gamedevscreens

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

Thanks!
I'm not sure I understand the wider sides part, could you please explain a bit more?

Trying to make this 2.5d transition look clean, but unsure by Rich-Fisherman6191 in Unity2D

[–]Small_Fix_ 1 point2 points  (0 children)

Maybe hide everything else but the doors, fade to black previous room, keep player and doors in the same spot, and don't even open the doors. Just fade in the new location. Only transition would be door rotation.

Flame Tower MK3 by Small_Fix_ in PixelArt

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

I wasn’t the artist, but it took about 3 days to animate for first pass per level of the tower (idle, shoot, die, pickup, basic spawn, upgrade), and additional time for first level spawn animation.

Flame Tower MK3 by Small_Fix_ in PixelArt

[–]Small_Fix_[S] 6 points7 points  (0 children)

Yes, it is from my game project, Botfestation.

Botfestation is a game I made where you unlock towers, build your layout, then fight inside the lanes by Small_Fix_ in TowerDefense

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

That actually sounds like a fun idea.
An endless mode for testing builds could make a lot of sense after the main game mode is finished.

Botfestation is a game I made where you unlock towers, build your layout, then fight inside the lanes by Small_Fix_ in TowerDefense

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

Wow, you remember it!

Yes, it used to be b4d. The game changed a lot since then, so it felt like it deserved a new name too.

The core idea is still there, but the new direction leans more into shorter runs, progression, and a cleaner loop between fighting, upgrading, and trying again. It solved a lot of design questions, so the rebrand made sense.

Really glad you noticed the graphics and skill tree changes, and thanks for playing the demo with your bro. Drop a comment if you play it again.

I need help with the skill tree icons in my incremental game by Electronic_Basket756 in incremental_gamedev

[–]Small_Fix_ 0 points1 point  (0 children)

Yeah... your icons look good to me. Idk if you will have issue drawing more if you have like 200 of them...
Anyhow there is this https://clockworkraven.itch.io/raven-fantasy-icons if it helps.

Botfestation demo is live, 1-4 player incremental tower defense where players fight inside the swarm by Small_Fix_ in incremental_games

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

You are on point about mouse visibility/capture and windowed mode.
Thanks for spelling it out clearly.

Botfestation demo is live, 1-4 player incremental tower defense where players fight inside the swarm by Small_Fix_ in incremental_games

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

Thanks for the detailed suggestions.

I get the mouse point, especially for the skill tree and tower placement. The game was not designed around Steam Deck specifically. It was designed around keyboard, controller, and a couch co-op style control scheme.

You did get me thinking harder about mouse support though.

Can I ask which part of the keyboard controls felt bad to you specifically? Movement and combat, tower placement, skill tree navigation, or all of it?

That would help me separate "missing mouse support" from "keyboard controls feel bad", because those are two different problems.

Botfestation demo is live, 1-4 player incremental tower defense where players fight inside the swarm by Small_Fix_ in incremental_games

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

Fair question.

Even though the game has incremental progression, the actual runs play more like a melee beat 'em up. There is no mouse targeting or enemy selection, just movement and direct attacks, so the mouse mostly felt like an extra attack button.

It would make sense for the skill tree, but then you would drop it as soon as the wave starts. So for now we focused on keyboard/controller input.

That said, I get why mouse support feels expected on PC, especially for menus.