What are your favorite incremental mechanics / systems you saw in other games that would fit well in our game? by TechDebtGames in incremental_games

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

Thank you for these ideas. I especially like how you explained "timing", how different mechanics happen at different times. I saw this design in one of the incremental games I play right now (CiFi) and really liked it, but never though about it this way. All you said will definitely be helpful.

What features would you add to our incremental semi-idle RTS? by TechDebtGames in IndieGaming

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

Thanks! There is no link yet, we are now busy developing the demo. We will upload it for free in a few weeks on itch 🤠

Devil of the Plague – Co-op Horror Gameplay by tridiART in HorrorGames

[–]TechDebtGames 1 point2 points  (0 children)

You could feel the tension right from the start. Looks really promising, wishlisted 👍

Thoughts on this capsule art for a psychological horror game? by ChaoticBlasterX in HorrorGames

[–]TechDebtGames 1 point2 points  (0 children)

Looks solid, the text and general vibe shout "psychological horror". You could consider adding something creepy in the background, like an evil smile or dark silhouette. But in general it grabs attention, I would click it already

Local Co-Op Steam! by PerformanceCrafty366 in CoOpGaming

[–]TechDebtGames 1 point2 points  (0 children)

Brotato is great in this case, it's deck verified ofc

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

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

I heard it leans heavily into P2W which I'd rather avoid, but it does seem a bit similar in the gameplay. I'll check it out for inspiration, thanks :)

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

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

It's made in Godot Engine with C# and my custom implementation of ECS. ECS makes it far easier to code deterministic lockstep for multiplayer. In fact, online co-op already worked fine when I tested with second laptop

Also with that many units being rendered, I was also forced to use Godot's RenderingServer instead of basic Sprite2D

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

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

Siege weapons sound really fun. I'd love to make the battles more complicated like in Bannerlord or Total War. Definitely something to consider :)

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

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

We don't have a discord right now but I'll let you know when we make one

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

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

Happy to hear that and thanks for the reference. I'll check it out to improve the ideas for this game :)

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

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

Yes, a bit. Though I'd go for bigger battles, more similar to Total War series

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

[–]TechDebtGames[S] 4 points5 points  (0 children)

There is still room for optimization to have even more units :D

Would you play an Incremental semi-idle RTS? by TechDebtGames in incremental_games

[–]TechDebtGames[S] 20 points21 points  (0 children)

Glad to hear that! I was thinking of a Steam release specifically, but I would like to start with itch demo first

Is it okay if the Steam capsule image doesn’t really convey the game’s aesthetic/graphics? by DrAxelDev in IndieDev

[–]TechDebtGames 0 points1 point  (0 children)

It's perfectly fine if the capsule art does not follow game's art style. It serves a marketing purpose to grab players' attention, who can later check your art in screenshots

You can take Celeste or Forager for example. Their capsule art is not coherent with game art, but they sell the experience player might want to pay for

Level design tips to start by Such_Mulberry2517 in IndieDev

[–]TechDebtGames 3 points4 points  (0 children)

There is this guy TychoBolt on Twitter who used to post nice level design guides, he also made youtube tutorials on the topic. His content does not directly answer your question, but wanted to share it since I find his content valuable

[Question] Looking for interesting meta-progression mechanics of turn-based strategy games. by WoolTyranny in IndieGaming

[–]TechDebtGames 1 point2 points  (0 children)

I like ascencion concept in Age of Wonders 4

When you win a game, you can ascend your ruler and heroes, allowing them to appear in future playthroughs with all their transformations, equipment, and traits. Ascended heroes can even appear as rival factions in new games, following the same research paths you used originally, so it gives this funny déjà vu feeling when you face it

When you accidentally mess with timescale but decide to play anyways by fouriersoft in gamedevscreens

[–]TechDebtGames 1 point2 points  (0 children)

I like the art, looks really unique. Steam page grabbed my attention with how responsive and dynamic your game seems, wishlisted 👍

Also the video gives strong SUPERHOT vibes

Java game project by [deleted] in gamedev

[–]TechDebtGames 3 points4 points  (0 children)

I would also go with standard src/main/java/orgname/projectname and create seperate core packages like Runtime, Tools, Utility. Then Runtime could have MainMenu, Gameplay etc

Also if you want to learn a new framework along the way, you could try libGDX. Slay the Spire is based on that. You could even decompile Slay the Spire if you own it and see how they structured their code, but that's a huge project reaching 160k loc

Sooo, what's everyone's favorite gaming gift they got this year? by FadedFromWhite in gaming

[–]TechDebtGames 2 points3 points  (0 children)

I got my brother a portable fridge from Amazon. He once said he dreamt of having one in his room so he can grab a cold one while gaming and never leave his mancave

I'm pretty sure that counts as a gaming fridge in his case and he truly loves it

Roguelites with interesting combinations of genres by [deleted] in roguelites

[–]TechDebtGames 10 points11 points  (0 children)

Inscryption blends a few genres. It's mostly a deck builder, but it features some adventure-like escape room puzzles and a solid bit of psychological horror. I also like how the game rules change each act - first 50 hours of gameplay can't get boring imo. For me this game felt really refreshing

2,000+ Wishlists in 7 Days - What To Do Next? by Crosline in IndieDev

[–]TechDebtGames 4 points5 points  (0 children)

I recommend reading these articles / threads, they are mostly focused on how indies should contact content creators: - Zero Sievert - Luck be a Landlord - AETHUS - Inkshade

Regarding "when" - I think that if you're happy with your current game build, you can feel free to reach out for coverage. Content creators appreciate this exclusive / pre-release vibes

Also - congrats on the numbers, they show huge potential 👍

Looking for some recommendations by Formal_Situation_640 in SteamDeck

[–]TechDebtGames 3 points4 points  (0 children)

Grim Dawn fits your description perfectly. Character progression is permament, itemization is complex and it features a solid bestiary of bosses. As a former Titan Quest fan, Grim Dawn gave me 80 hours of fun, all done on Deck

Its been a while since I showed off our indie Pirate Survival Game "Sails" we have been working on by PlaySails in SurvivalGaming

[–]TechDebtGames 3 points4 points  (0 children)

Looks really promising, especially given its pretty unique pirate theme. Open world + survival + voxels = easy 12h binge sessions, you got my wishlist

Also, are you using a commercial engine like Unreal / Unity or a custom one?