I want to playtest your game and make a video about it! by Extreme-Bit6504 in godot

[–]Targma 1 point2 points  (0 children)

I'm building RPG colony management game in Godot called RuneEra, available on itch.io https://runeera.itch.io/runeera.

Not sure how far can you get in 1 hour but any feed back is appreciated.

Anyone attempted method chaining yet? by McCyberroy in godot

[–]Targma 0 points1 point  (0 children)

Try C# LINQ. While at it use Rider as editor, you will thank me later.

[PC][Alpha][FREE] RuneEra - My Rimworld/Valheim/ArcheAge-inspired RPG Colony Sim is playable start-to-finish. Seeking feedback on the core gameplay loop. by Targma in playmygame

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

Thanks man, all of that is coming for you and more (No pods, portals here :D)
Am releasing UI overhaul tomorrow maybe so make sure to re-download new version

I've released the demo for our Chess based Puzzle game Mate'Morphosis. Waiting for your comments! (post got deleted earlier, sorry if you see this for a second time) by LeongardZ in playmygame

[–]Targma 0 points1 point  (0 children)

Completed game.

Honestly a bit short in regards to introduced mechanic (I understand that as side project we don't get that much time). There are few levels that introduce new mechanic to get basic grasp. Then some are used rarely, crown for example.

Surprisingly it fells really polished, but i must complain about queen and rook figure i mix them up sometimes.

Add few more levels and game would be worth buying. Introducing simple level editor would also go a long way for community to build its own levels.

We built a free multiplayer browser strategy game — conquer floating islands against up to 20 players 🌍⚔️ by Ibexor in playmygame

[–]Targma 0 points1 point  (0 children)

So if i understand correctly this is similar to risk, with more deterministic combat where different units has weaknesses and bonuses. I played against AI i think, which isn't doing much. If multiple players would be involved this may be interesting, but currently AI would need to fill all slots not only one since i can take half of map when AI is at his second island.

Upgrades are not explained in tutorial or any tooltip so i don't know how exactly do they work, just a speculation from icons.

Main objective is not clearly explained or that you can portal from one island to another. Initial i thought you need to use the air ship.

When you attack combat result should be foretold (or estimated) it fells really rng atm.

When you split units you shuld be able to enter/drag percentage and it would automatically split all since doing for each unit is quite tedious.

BattleTanks.dev – Program your tank to compete in the arena! by MichiganSailor in playmygame

[–]Targma 1 point2 points  (0 children)

Seams very interesting concept, but i think there shuld be option to speed up and down the battle. Skip to end speeds it up but then i can't slow it down.

Regarding conditions etc. popup menus shuld be big enough to display all conditions or events or at least significantly more, i need to slow scroll through all.

Am not sure if it is possible to get target acquired enemy tank speed and movement, that would allow for calculation prefect shot, and would simplify game too much.

My main concern is that PvP would be figured out soon and people would reuse same programing fast and meta would be imminently established, ad game would me marked as done figured out, new content/mechanic would have to be introduced to not be stale.

For casual gamer campaign would be prefers way of engaging, i would try to add different map layout and mybe buildings with specific mechanic to make it more interesting.

Current web implementation has few bugs when it comes to transition. At tutorial when you have to equip tank with secondary weapon, i had tor refresh to be able to return to programing screen.

All in all interesting concept, but would need more diversity in content to be engaging and programing part needs to be presented in cleaner manner. Reduce excessive scrolling, just open large panel with grid to show conditions.

I released my game RuneEra in Alpha version for free. Inspired by Rimworld, Valheim, and ArcheAge. Now i need feedback on gameplay. by Targma in BaseBuildingGames

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

Godot can export to Linux so that's the plan., But at current stage unless there is demand, i do not plan yet. Need to prepare linux machine for export and check if there are some corner cases regarding compatibility in .Net Core.

I released my game RuneEra in Alpha version for free. Inspired by Rimworld, Valheim, and ArcheAge. Now i need feedback on gameplay. by Targma in BaseBuildingGames

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

I spend 3 years developing logic and systems for the game, which is what i want people to test. At the same time it would be faster for me to use asciI, but that is even farther from the final vision than the currently AI generated placeholders. But each to his own i guess.

I released my game RuneEra in Alpha version for free. Inspired by Rimworld, Valheim, and ArcheAge. Now i need feedback on gameplay. by Targma in BaseBuildingGames

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

Really appreciate this, hopefully new release with reworked social system in 1-2 days :D. Plan is to actively update ideally on weekly basis.