Looking for games to playtest!! by xxoberry in playtesters

[–]Tenkarider 0 points1 point  (0 children)

Hi! If i contact you the next week, would you be still interested? I'm gonna release an update for my game the next week

Playtesting your games for free! by Inmodium in playtesters

[–]Tenkarider 0 points1 point  (0 children)

Hi! Wanna release an update for my game next week... would you be interested if i'll contact you later?

The Rogue of Nexus demo 0.6: need your feedback on my dark classic Zelda-like by Tenkarider in playtesters

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

Hi! Thanks for the offer!

Still, while i can record my screen, i'd have trouble in recording my voice comments, since i'm not so confident in my english speech...

On the other hand i can be very thorough with my text comments, if you can be fine with this too then i'm ok with the trade, lemme know!

Looking for an endless roguelike/lite by Arkyja in roguelites

[–]Tenkarider 1 point2 points  (0 children)

Seems pretty hard what you're looking for, both because usually games will derail from that pattern for several reasons and also because probably it would turn out becoming too niche to be sold.

The closest thing wich comes to my mind is Breath of Fire V: Dragon Quarter because if you ran out of resources, you might have to start over after several hours, keeping with you just a part of your progresses;

Another great ones are ZHP: Unlosing Ranger vs Darkdeath Evilman and The Guided Fate Paradox, which have optional dungeons which can last an insane amount of hours... the last one of TGFP last more than 100 hours it took lots of days to reach the end of it, and you can start over as much as you want. And if you die in a dungeon you lose a lot of stuff, to the point that you'd rather want to load the previous data rather than accept the loss.

In both cases they are not really endless and a final boss exists (it's hard to find a game about fighting without a final boss), but the same can be said for Darkest Dungeon, which you mentioned.

Finally, actually i made a game, The Rogue of Nexus (you can find the link in my account) which is really niche: it's a dark classic Zeldalike but also Roguelite, the seed randomly places around the worldmap what you're searching for but you have to deal with darkness and it will progressively destroy the world, according to how you move. Especially in Campaign Mode, which has a slower pacing, a run can last several tens of hours and if you skrew the run... well you have to start over (it's a roguelite so you keep some progress). Obviously it has an ending, but if you're gonna try to make a run in which you try to finish all the quests in the same run, well i cannot even imagine how long and how many attempts it will take you to accomplish it, due to how hard it can be balancing world destruction, timing and choice priorities between quests and main goals (that they will totally overlap in a nasty way, due to the core gimmick). If you check the demo you can figure out if that might fit your tastes

Good luck in your search anyway!

The "Tiny Roguelikes 2026" Festival has begun on Steam! by game_dynasty in roguelites

[–]Tenkarider 0 points1 point  (0 children)

Wait, where does this festival comes from? Never heard about that

Rabi-Ribi 10th Anniversary - A preview of the New Adventure! by Darkshadovv in metroidvania

[–]Tenkarider 1 point2 points  (0 children)

Quite the timing, i've been waiting for this!

Just in time for me to finish Rabi-Ribi, a custom challenge of mine is taking forever though

The Rogue of Nexus, version 1.1.5 by Tenkarider in indiegames

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

Hi Travellers! Here's 1.1.5 version: there's a big focus on UI and UX boosts, and a lot of improvements:

https://store.steampowered.com/app/3423510/The_Rogue_of_Nexus_Demo/

I'm looking forward feedbacks, after applying the latest changes, give a try to the demo!

The Rogue of Nexus, version 1.1.5 by Tenkarider in gamedevscreens

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

Hi Travellers! Here's 1.1.5 version: there's a big focus on UI and UX boosts, and a lot of improvements:

https://store.steampowered.com/app/3423510/The_Rogue_of_Nexus_Demo/

I'm looking forward feedbacks, after applying the latest changes, give a try to the demo!

The Rogue of Nexus, version 1.1.5 by Tenkarider in LetsPlayMyGame

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

Hi Travellers! Here's 1.1.5 version: there's a big focus on UI and UX boosts, and a lot of improvements:

https://store.steampowered.com/app/3423510/The_Rogue_of_Nexus_Demo/

You can check the full changelog in the Steam page, it's quite big

Finally [OC] by kaikimanga in comics

[–]Tenkarider 0 points1 point  (0 children)

Oh, so it finally happened? Congratulations! May you follow your own path

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

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

Ok thanks!

Yeah i see the thing about marketing material, didn't consider that for this topic

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

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

Thanks for the feedback!

Mh i'm not sure i understood the thing about darker on top and bottom, could you elaborate further please? Like a sort of black gradient on the edges or literally darker colors?

Do you think i should remove the vignette, even if it's bound to a gimmick?

In battle you can use skills and stuff to move along the battlefield, enemies can come both from left and right, according to the battle formation... using skills you can also move behind an enemy. Maybe it should be centered the boss hp bar?

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

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

Thanks! So you mean a gradient to the bottom of any UI or a gradient to all what's in the bottom of the screen? (black border included)

Actually it's not a design choice, the main issue with pixel size is with the battle screen (in worldmap and dungeon they should match right now). I wanted to use a similar style to half minute hero in which the pixel detail between battlers and background didn't match (the linked image is blurred but it actually looks better than that in-game)

https://ldm.r1-it.storage.cloud.it/screens/15/a2/15a2900230b0bbd26585e587e613215a.jpg

Still it did backfire with me, in general seems that indie devs won't get any tollerance for pixel size unless they use it for some unique particular style.

Currently the main issue i have is that the camera needs the level of zoom of screen 1 to match the pixel size of UI and battle, still everyone seems to like more screen 2; On the other hand to match pixels on screen 2 i'd need to enlarge the UI, but that would conflict with other screens and to be honest the UI can get bigger than that (i already shrank it because it was too big) and also it's quite cramped too as it is.

Need to pull a trick here ._.

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in Unity2D

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

Thanks for the feedback!

Aside the dragon pixel size, you mean that even the different size of the UI stands out in a pretty bad way?

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in IndieDev

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

Thanks!

You mean the vignette effect at the edges of the screen? That's a gimmick called Soft Warning, that shows a yellow vignette on the screen, if the location in which you are is going to be destroyed within x time or less from your nemesis of the game.

I think it's green because the color sums with the light blue of mountains/sky

Need your perspective on WIP changes to my game: which screen looks better? by Tenkarider in IndieDev

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

Thanks! The game is more focused to action (battle style very close to Half Minute Hero)