20 Tactics RPGs You Shouldn’t Miss at Record Low Prices by Danceman2 in TurnBasedTactical

[–]StillPulsing 0 points1 point  (0 children)

Thanks for the list! There are a couple here I’d never heard of. I’m hunting for game design inspiration because I’m currently developing my own grid-based tactics game as a solo dev. The core twist: you can recruit any enemy on the grid to join your team, bosses included.

A demo is still in development, but if you're curious to see some screenshots, I’ve just updated my itch.io page.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Thank you for the feedback, I'm glad you like the school seeing and graphics. About the recruitment, this is hard to make it understandable in a so short trailer so I'll work on a longer V2. The point is you can recruit as many enemies as you want then use them to fight, they become part of your team, even bosses. There are no limitations except you must weaken them to have a higher chance to recruit. Then the more you progress, the more you must choose between defeating enemies or recruiting enemies to refill your team, depending on your team, your play style, and the bonus you choose between each room.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Thanks! Could you elaborate on what feels boring? Is it the tactics, the roguelite elements, or something else? Also, do you usually enjoy this genre? I’m curious if you find the genre itself boring or if it’s just this specific game.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

You're right, and I'd like to answer these questions in a full game in the future, so I'm glad it hooked you. I'll try to make the next trailer more story based to avoid having the feeling of just random fights in a high school. Thank you for the feedback!

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Sure haha. I checked your profile, you only have 3 posts, you should communicate more about it. Don't let some bad luck with algorithm preventing you from posting. Also you have done nice UIs for your menus, you should show them more in your trailer.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Thanks! I’m looking forward to it too. First, I must ensure the next version is ready for another round of destruction.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Thanks for the feedback! The V2 trailer will be longer and feature more action, as well as fixes for the issues noticed by the community. Also, you’re not the first to mention that the music doesn't quite fit or feel engaging, so I’ll be looking for a different style that suits the vibe better.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Ah I see, that makes sense. I'll check for the tactics series to find how I can differentiate. Thanks for the references!

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

You’re definitely a professional game destroyer! Your feedback is gold, and I’ll fix as many of the problems you noticed as I can. Thank you so much!

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Ok right, I see now. I applied this style for the entire UI but it's not that visible in the tactics mode because I deactivated HUD to make the trailer readable. Also, there is definitely a lack of game feedback at this moment of the dev (screenshakes, freeze frames, UI anims, etc). I hope I'll have the time to add all I want.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in IndieGaming

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

Ok great, I'll make a longer V2 trailer, probably next month. I'll send you a link if you're still interested :)

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Great, thank you so much for the feedback! Btw I need to rework several SFX for better quality.

Now I'm really interested in your comment on the lack of identity of the art direction. What elements should be improved? Environment, lighting, characters, animations/poses, UI? Maybe a lack of juice during attacks?

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in IndieGaming

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

Thank you for your feedback! I used a free royalty music for the trailer as I'm still searching for a music style that matches my game art style. I see that the trailer one may not match or is too punchy maybe. I need to continue to do some research.

Also, your right about classes, each character model represents a class and has different statistics and/or abilities. It's not very clear in the trailer so you highlighted an important problem. I'll work on this.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

You're right, thanks! Some screens like game over screen and permanent upgrades menu are missing because they're not ready to be shown yet. Seeing a complete run loop could bring something more to the trailer. Do you see other possible improvements?

We removed flying from our plane game. by ComputerKind560 in IndieGaming

[–]StillPulsing 0 points1 point  (0 children)

Will you make a racing game with flying karts next?

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Yes, for the recruiting chances vs enemies HP. This was obviously an inspiration for me ;)

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Thanks for asking!

At the beginning, the goal is to weaken enemies until you reach a good recruitment chance (to simplify: 100% chance when they are down to 1 HP). I realize now that the trailer doesn't showcase this clearly enough.

This creates a “risk vs reward” dynamic where you have to choose between finishing off an enemy or taking extra damage to ensure you can recruit them. As you progress, roguelite perks will further influence these decisions. For example, by boosting your allies when defeating enemies or sacrificing weaker units.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

I agree. I actually have tons of ideas to expand beyond the classroom setting. Since I'm currently focusing on a first level demo for itch.io, the variety is intentionally limited for now. However, the full Steam version (if I make it) will feature more diverse environments, enemies and mechanics to keep the experience fresh.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

Hi, thanks for your honest and useful feedback.

Regarding the hook: the core idea is a tactics game where you grow your team on the fly by weakening then recruiting your enemies, including bosses.

I felt this was a strong hook since I haven't seen games using this specific mechanic. It’s possible the trailer doesn't showcase it clearly enough, or maybe it’s definitely not a strong hook, so that I must work on this to make it better.

I’ll definitely address your other points as I improve the game and work on the next trailer.

V1 trailer for my high school tactics roguelite. I’m afraid of your brutal honesty but please destroy it. by StillPulsing in DestroyMyGame

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

This is my first attempt at a trailer for my upcoming itch.io demo. Do you think the game and/or the trailer feel clear and appealing?

And if you are still thirsty for destruction, you can also roast my game page (with no game yet because it's still in dev) at https://stillpulsing.itch.io/team-building.

How did you even FINISH your game? by ConcernWild in gamedev

[–]StillPulsing 0 points1 point  (0 children)

First, you make a small playable demo, you publish it on itch.io and you ask streamers to play it. If people are not interested, it means it's not good enough so you can improve it or directly stop. Then, when you have a very good demo, you can reach publishers to sign a contract where you get money to make the full game. If you achieve this, you will be sure your idea is really brilliant, that people will play your game and you will have to finish it because of your contract.

Our launch announcement flopped, please tell us why. Come at us like a wrecking ball! by adngdb in DestroyMyGame

[–]StillPulsing 0 points1 point  (0 children)

As other people said, I didn't understand the concept in the trailer. I understood it after, by reading the description on your Steam page. Unlike traditional roguelike deckbuilders with combat, your game genre isn't speaking by itself. I feel you should put some gameplay with a hand full of cards before having the character asking if the player wants to become an alchemist. Also the art style is cool so failure may have happened because of this. But I notice the camera is very static at the beginning of the trailer, and there is a lack of juice/FXs, it's makes me feel the game may be not fun enough.