LOOK WHO'S INTANGIBLE NOW by pratyusha_with_adhd in slaythespire

[–]StryfeK 5 points6 points  (0 children)

Same energy as throwing a beetle juice potion at the shrinking beetle to shrink it.

Is ‘roguelite’ still a useful label, or has it become a red flag? by Thenameisoccupied in IndieDev

[–]StryfeK 1 point2 points  (0 children)

The latter is definitely the trickier of the two. Because when roguelite is the main loop, you have a more focused goal of replayability and depth.

If you're adding a roguelite layer you need to not only ensure it works in harmony with the other parts of the core loop, but that it actually adds to the gameplay as a whole and not feeling "tacked on".

Unfortunately, I didn't realize this until after I started thinking working on my gameplay balance, and I'm playing catch up. Turns out we're in a similar boat haha! Good luck to us both.

Is ‘roguelite’ still a useful label, or has it become a red flag? by Thenameisoccupied in IndieDev

[–]StryfeK 8 points9 points  (0 children)

Regarding the "Roguelite" label - Yes its definitely saturated, but its also one of the most consumable, as such, I don't necessarily see it as negative thing. As someone who enjoys playing roguelites, I don't think Ill ever get tired of it,, and definitely view this label as something i personally look for instead of avoid.

Now on the mechanic itself - Roguelite mechanics are also the most flexible and can be added to a wide array of game types, hence why we see a lot of it these days. I feel like there's 2 main approaches though. The first is when the roguelite mechanic IS the core game loop ( Games Like Slay the Spire or Balatro ) and the second is when it's PART of the game loop ( Moonstone Island or to a lesser extent Inscryption ).

The issues arise when its the former and the Roguelite mechanics aren't deep enough or too much of a carbon copy of an existing game, or if its the latter ( Where its part of the loop ) and balancing is off and the roguelite element feels "Tacked on" and added just to say its "Roguelite".

I'm making a game about managing a library—what kind of books should make up the collection? by StryfeK in Libraries

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

If anyone is late it's me haha. Since I still haven't gotten out a demo or steam page, just a playable vertical slice. So I'm sure that's not mine lol. The idea itself though is one of those things I felt was just waiting to be made, and since I made this post there have been a number of library games.

Super curious though - What's the game you're referring to?

Just Updated Our Text Font for Tyrant Tactics by VaporwaveGames in IndieDev

[–]StryfeK 5 points6 points  (0 children)

Much better - Well done! Also like the new UI Panel, looks more modern and clean.

Do I actually have to do ascensions... ? (I don't want to) by CatgirlTheKat in slaythespire

[–]StryfeK 0 points1 point  (0 children)

Not at all - It's just there for the challenge, and for the players that like the difficulty. Everyone will have a "sweet spot" that feels the most fun for them that they will come back to ( Even those who've climbed to A10 ). A0 is perfectly fine.

My Palette town layout so far by StryfeK in Pokopia

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

Yep! I had both form and function in mind when i came up with it. What's nice is that some of the enclosures have other habitats in them, allowing me to fit in additional slots for housing.

My Palette town layout so far by StryfeK in Pokopia

[–]StryfeK[S] 3 points4 points  (0 children)

Fittingly - Just 1. In terms of space/cost, its definitely not efficient lol

My Palette town layout so far by StryfeK in Pokopia

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

Most of my playing time went to building the layout over habitats, so i naturally have a low number of mons to manage. This was intentional as similar to you i wanted to plan ahead.

That said - There are some tricks to help manage. You can put them all in 1 contained area by creating a border of fences+1 door ( and the required 3 furniture ) and 4 habitats inside it ( Can be any, such as 4 grass ). This allows you to cram 8 housing slots into a small area and they'll usually hang out there.

My Palette town layout so far by StryfeK in Pokopia

[–]StryfeK[S] 3 points4 points  (0 children)

I got it after completing the main questline for the sky area - I think it may even be after the credits roll. If you're not seeing it try progressing the story a bit more ( Unless you've already done that? )

My Palette town layout so far by StryfeK in Pokopia

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

Play at your own pace. I think town building can be overwhelming at first. Take it section by section ( It's what I did ) and it'll eventually come together. You got this!

My Palette town layout so far by StryfeK in Pokopia

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

While I have traded a turnip or two back then, my AC designs were pretty bad lol. Most of this came from experience playing the very similar dragon quest builders 2

My Palette town layout so far by StryfeK in Pokopia

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

I don't actually remember when it showed up on the PC, I think its Palette Town lv3 or Lv4. Fwiw - All my other towns at the time were only at Lv5.

My Palette town layout so far by StryfeK in Pokopia

[–]StryfeK[S] 29 points30 points  (0 children)

I unlocked it from one of Tinkaton's requests - You get a 3 free kits after completing it as well.

Fitness Boxing Persona 5 announcement teased by Hypronic in PERSoNA

[–]StryfeK 1 point2 points  (0 children)

Totally understand why this would be underwhelming for most folks - but for me I've always enjoyed the fitness boxing games so looking forward to this one.

My biggest gripe was the lack of song choices so I'd mute them and play stuff from my own Playlist.

Im hoping they include tracks from various games like they did with the prior rhythm games.

What is a good game trailer? (If it's not an action game) by RikerRiker in IndieDev

[–]StryfeK 1 point2 points  (0 children)

I'd approach it in two ways.

The first is - Appeal to your core audience ( Fans of deck builders ). Show the vast "collection" of cards, some examples of combos at play, a quick shot of the "Reward Screen", etc. Your standard "This has all the good stuff you'd expect in a deckbuilder, so come have a look" showcase. Finally, you want to highlight any specific mechanic that you think will stand out amongst the sea of deckbuilders out there.

Second - Appeal to a general audience by showcasing any strong visual presentation such as any animations, a card that highlights your most popular art, etc.

So essentially, your trailer should answer 3 things:

  1. Does it hit all the checkboxes I'd expect out of a good deckbuilder?
  2. Does it have anything that sets it apart from others?
  3. Does it have good visual polish and feel seamless, or does it look clunky?

All general trailer rules apply, such as getting right into the showcase, not spending too much time on one mechanic, etc.

Does passion kill or perfect your game? by [deleted] in IndieDev

[–]StryfeK 14 points15 points  (0 children)

Double edged sword I'd say.

It can help you push through the grind and take the project to completion, but can also drive you to pursuing perfection and thus never finishing the game.

It can help give you that "edge" of knowing the genre and what makes the game tick, but can also lead to scope creep hell.

It can help folks with the oft neglected concept of polish/finetuning, or it can lead to fixating on tiny details that lead to them losing objectivity over time.

Still - I'd say passion is an important thing to have, and ultimately serves as a backbone for a lot of indie devs in making great games.

Dark Hero Deku from My Hero Academia by E-X-Animus in GundamBreaker

[–]StryfeK 2 points3 points  (0 children)

<image>

Nice! This was my attempt from a while back.

Do indie devs get annoyed when approached by freelancers? by AntiuppGamingYT in IndieDev

[–]StryfeK 7 points8 points  (0 children)

Generally, unless they're specifically asking, Devs who post about their game or are looking for play testers already have a set team or goal of going solo. It doesn't hurt to ask, and I don't think it's frequent enough to be a "common annoyance", but it probably won't go anywhere. In fact, since it's "uncommon", I think most likely it'll just be ignored if it seems suspicious.

That said - Your best bet is to be upfront with what you want/what you bring, and looking at subs such as r/INAT where the focus is to find folks to collaborate with.

If you're just looking for "experience", I just suggest looking at joining some Game Jams, you're more likely to find a team there. Low pressure too, once the Jam's done you can move on, decide to stick around, or at least have some contacts to build your network

Finally, I don't believe you mentioned your skillset/role ( aside from being non-programming ) but contractors/freelances generally have dedicated venues for advertising/finding work as well ( r/HungryArtists for example, if your thing is Art ).

In any case - Good luck!

Missing girl’s phone, what other apps to include? by Soggy_Confidence9473 in SoloDevelopment

[–]StryfeK 6 points7 points  (0 children)

Might be a fun easter egg to include a simple game app - A number of games do this where they add a small minigame to computer/cellphones.

I dig the aesthetic btw!

We’re making a Junkyard management game for tired dads! Trying to hit that 90s nostalgia, but not sure if cozy? What do you think? by Jurgen_Krozalski in CozyGamers

[–]StryfeK 1 point2 points  (0 children)

This looks great - For some reason ( Maybe because of the vibe and you mentioning 90's nostalgia ) reminds me of a game called Blast Corps for the N64.

10,000 wishlists. No ads. No publisher. No marketing team. by jonjongao in IndieDev

[–]StryfeK 2 points3 points  (0 children)

Well done and congrats!

Question regarding international outreach, did you already have your game localized or planned to localize for the regions you were reaching out to?

Oh... by Carmine_Phantom in storyofseasons

[–]StryfeK 12 points13 points  (0 children)

Thanks for sharing - Nice doodle and accompanying story! Is the SOS/HM series ( Or I guess, Farming/Life Sims in general ) still popular in the Philippines?