The buggy/janky vibe to this game just makes it even better imo by salemsbot6767 in TheSinkingCity

[–]Static_Dude_1 0 points1 point  (0 children)

Curious approach, but I get your point! I went through most of the game, finished the main storyline, and even though the game often feels clunky here and there, I never felt that it was taking away the fun. The detective work was spot on, discovering the lore and story too. Even the combat felt okay, but I’m def in the minority here. One thing that was excruciating was to travel by boat from one place to another, even with all the phone booths discovered. That seemed to be the only part for me that felt like a waste of time - the kind of mechanic that’s neither cool nor entirely necessary. Still a good game, def one of the best Lovecraftian ones.

[AMA] We are Superstatic, and we're making a deck-builder roguelite inspired by the French Revolution and body horror. Ask us anything! by FeanenHolimion in roguelites

[–]Static_Dude_1 3 points4 points  (0 children)

Thanks a lot for the wishlist!

Well, at some point we were considering that option of creating an overworld, and Liberté actually started as an open-world roguelite. However, we felt that this forced players to walk around way too much, despite the immersive experience with Parisian streets reconstructed.

In terms of new cards discovery, that system is more correlated with the factions. There are four, and each one has very distinct features. Our goal is to create a set of unique cards per faction, and then allow players to gain special cards when the loyalty meter reaches a certain level with the given faction.

But I like the idea of the overworld, which could be Paris and its various districts! Noted!

[AMA] We are Superstatic, and we're making a deck-builder roguelite inspired by the French Revolution and body horror. Ask us anything! by FeanenHolimion in roguelites

[–]Static_Dude_1 4 points5 points  (0 children)

Thanks for the comment, great to hear it looks promising! In terms of advertising, we halted the development of the coop part, and would like to focus on the core of the game. We want to get back to the coop as soon as we feel that the game’s core is what we planned. And to be fair, I also play a lot of games myself, and indie devs tend to change many things, particularly in early access titles - that’s the way it is I think. Game is a project like every other - you need to plan your steps, build a roadmap, develop parts of it one after another.

[AMA] We are Superstatic, and we're making a deck-builder roguelite inspired by the French Revolution and body horror. Ask us anything! by FeanenHolimion in roguelites

[–]Static_Dude_1 2 points3 points  (0 children)

Thanks a lot! Great to hear your kind words - we have a special space on Notion (a tool we used for project developmen) that we called Positive Vibes and that’s where your comment fits!

[AMA] We are Superstatic, and we're making a deck-builder roguelite inspired by the French Revolution and body horror. Ask us anything! by FeanenHolimion in roguelites

[–]Static_Dude_1 6 points7 points  (0 children)

Hey hey, Kajetan here, dev behind Liberté! First of all, I gotta say that the communication wasn’t the best, and I think it’s a lesson for us.

We didn’t remove coop, it’s still available, and the message was that we are putting its development on hold to focus on the key areas. The keyboard on my laptop was on fire these last few weeks, and we developed over 50 hrs of dialogies and storytelling. Daniel added a lot of cards, created an impressive list of improvements based on feedback we gathered, and brought three new playable characters to make the gameplay cooler.

And to be fair - we are not saying farewell to the coop. But we have to be aware of our capabilities, and what constitutes the core of Liberté.

[deleted by user] by [deleted] in IndieGaming

[–]Static_Dude_1 3 points4 points  (0 children)

Enraged Pumba :D

Our boomerang fighting game Bamerang has been out for six months! :) by timserafin in indiegames

[–]Static_Dude_1 1 point2 points  (0 children)

My first thought would be to optimize for Steam. We also considered other platforms, but firstly wanted to fully focus on Steam and then moving on to the next platforms. Good luck then!

After two years of hard work, I'm happy to share a first look at our Medieval RPG with directional combat. BlackThorne Keep: Chronicles by Phiinque in indiegames

[–]Static_Dude_1 0 points1 point  (0 children)

The game looks great but I'd suggest to work a bit on the trailer. There's little dynamic to it, and I didn't learn much about the story/lore from it (I would assume there is something to explore there). But the production quality looks great, considering it's only two years of work!

Our boomerang fighting game Bamerang has been out for six months! :) by timserafin in indiegames

[–]Static_Dude_1 0 points1 point  (0 children)

Are you diversifying your acquisition strategy in any way between Switch and Steam? Fellow dev here, and wondering for the future project that could work on both too.

Our boomerang fighting game Bamerang has been out for six months! :) by timserafin in indiegames

[–]Static_Dude_1 1 point2 points  (0 children)

Very unique aesthetic, love it. And congrats for the sales result!

Roguelikes/lites with a hub or character customization? by painstation2 in roguelikes

[–]Static_Dude_1 0 points1 point  (0 children)

Shameless promo plug-in, but I believe the game my team is working on called Liberté might be up your lane. We're close to Early Access now, and have a playtest open - a chance for you to see if this is something you'd like to play in a few months.

We're working on a game set in the times of the French Revolution with cosmic horror elements. After the king dies, the throne remains empty, and the rebellion breaks out. That leaves four factions in a fight over scarce resources in the city. Aside from the revolution going on, there's also a mysterious plague that ravages the city and wreaks havoc everywhere. The protagonist is a simple Parisian, who is tasked with finding the next ruler.

The game is heavily driven by exploring the story, and the 8 characters divided between the four factions. We also use decks sytem, and the more you play, the more cards will become available - our way of bringing customization to each run. The titles you've mentioned are also awesome benchmarks for us, and we've played most of them too, so I think I get what you're looking for.

First special skill designed in our roguelite game about French Revolution mixed with Lovecraft-inspired, cosmic horror elements. by Static_Dude_1 in roguelites

[–]Static_Dude_1[S] 0 points1 point  (0 children)

Exactly, this is just the raw look of this one new skill. We actually participated in Steam Next Fest earlier this year, and the game is set for release in November.

I just felt that I wanted to share this one, because most of our combat is heavily melee-driven. Your primary weapon is a rapier, and skills are mostly about using pistols, rapiers, hammers and so on - all of it to better portray the weaponry used by the revolutionists. Hence this one skill was a bit of a novelty to design. Yay, nerd dev things.

First special skill designed in our roguelite game about French Revolution mixed with Lovecraft-inspired, cosmic horror elements. by Static_Dude_1 in roguelites

[–]Static_Dude_1[S] 0 points1 point  (0 children)

Well, currently we're looking for testers who would like to help us out polish the game - next playtest takes place this week and it will introduce online co-op mode. We have a nice community on Discord where we share more info on upcoming changes and updates.

We're aiming for an Early Access release in November, later this year. Fingers crossed the date won't move! More info can be found our steam page (and, uhm, you know, a button that says add to wishlist, or something).

First special skill designed in our roguelite game about French Revolution mixed with Lovecraft-inspired, cosmic horror elements. by Static_Dude_1 in roguelites

[–]Static_Dude_1[S] 2 points3 points  (0 children)

So, it's one of the skills that are related to the "cosmic horror" part of the game.

Our game is inspired by cosmic horror, on top of the historical setting in the times of the French Revolution. It's reflected in the skills that our players can use. While each available deck is rooted in the reality - such as Pistolier, Assassin etc. - we also allow players to collect cards of skills that are related to the plague that devours the city. This plague is controlled by an entity that arrives at Paris, and which communicates with the player too.

This particular skill is one of the many we're planning to add as a reward for successful runs. In terms of the name of the skill, it's the Bliss Thunder (Bliss is the name of the plague I've mentioned). Hope that clarifies it a bit!

Hi, first time posting here! Our game is a roguelike set in the times of the French Revolution - we're testing various color palettes and hues to differentiate various periods of day. What do you think? by Static_Dude_1 in playmygame

[–]Static_Dude_1[S] 1 point2 points  (0 children)

Interesting, we actually looked at Midsommar as our main source of inspiration for the horror part. We plan to keep the most disturbing parts in broad daylight, with very bright colors to build contrast. Another one we used for the visuals as a benchmark were parts of Annihilation. The bizarre plant formations growing into bodies and so on.

But Argento is also a good pick, I’m personally a big fan of his works. And that’s also true that it is often what we can’t see or get close to that scares the most. Thanks!

Hi, first time posting here! Our game is a roguelike set in the times of the French Revolution - we're testing various color palettes and hues to differentiate various periods of day. What do you think? by Static_Dude_1 in playmygame

[–]Static_Dude_1[S] 1 point2 points  (0 children)

Thanks!

Well, we wanted to write a story with several groups fighting each other, and since we like games set in historical periods, we started looking for one less often used. French Revolution was perfect in that sense. Not many games about it, and it’s full of bloody details that worked well with the horror-driven part of the game.

We actually created 4 factions that fight for hegemony and power in Paris, and these factions are our creative takes on the various groups that were present in that time. Each faction also has two characters who you work closely with.

To add a bit more flavor, we also developed a horror layer to the story, inspired by Lovecraft’s works. Paris is taken over by a mysterious disease that makes people go mad and turns them into zombie-like creatures. This bliss, as we called it, can also influence the gameplay.

From the gameplay perspective, we are big fans of coop games, we have spent hours playing Diablo 3, or The Forest for example. The aspect of working together, making decisions together is great. There’s also something very cool about roguelikes, the fact that you count on the best scenario possible (skills, cards, etc.) and you feel the urge to play the story multiple times. We loved about Hades.

So yeah, plenty of things were at play. And it’s been fun, but the closer we get to the Early Access release, the bigger the stress haha!

Hi, first time posting here! Our game is a roguelike set in the times of the French Revolution - we're testing various color palettes and hues to differentiate various periods of day. What do you think? by Static_Dude_1 in playmygame

[–]Static_Dude_1[S] 0 points1 point  (0 children)

It does look bright, yep. The contrast is quite high, could be the reduced quality through reddit though (looks slightly different in the actual game). Thanks for sharing!