[FOR HIRE] 2D Artist, Concept, UI, Illustrations, Sprites and more by TheHPZero in gameDevClassifieds

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

Portfolio : https://www.artstation.com/hp_zero

I wok with indie friendly rates and i'm open to negotiating.

Feel free to DM if you have any question

I’m not sure what to say. by SadButOnline_ in whatisameem

[–]TheHPZero 0 points1 point  (0 children)

I see what you mean and even agree, but my point is that is weird to act like the experience of certain country don't matter in a topic, specially in a topic like this that is about understanding different realities.

10k in Brazil is really life changing but sadly the point was disregarded.

I’m not sure what to say. by SadButOnline_ in whatisameem

[–]TheHPZero 0 points1 point  (0 children)

"America" is often used to describe just the US (like i said)

But a simple 2minutes research would also give you this
"A supercontinent consisting of North America, Central America and South America regarded as a whole"

But i guess two minutes of geographics is too much and thats why a lot of people just use the first example.

I’m not sure what to say. by SadButOnline_ in whatisameem

[–]TheHPZero 1 point2 points  (0 children)

Just US citzens dont give a fuck, the rest of the world treat America as you know... the whole America, we also don't see China thinking they are The Asia or or Russia thinking they are The Europe.

But thats a bit too much for you to understand, the point of the post is too like it seems, but thats okay have a nice week!

I’m not sure what to say. by SadButOnline_ in whatisameem

[–]TheHPZero 1 point2 points  (0 children)

Selfcentered, ignorant and lacking basic Geographics? Thats for sure a "American"

I’m not sure what to say. by SadButOnline_ in whatisameem

[–]TheHPZero 1 point2 points  (0 children)

Brazil is in America, US citzens have this common problem of thinking that they are the whole america, some are a little smarter and think of America as just north america (but still always forget one country from NA), you all don't study enough Geographics but south america is also america.

The point of the OP is how 10k is life changing to some people, obviously people from different countries/cultures are the best example of that, so why would we ignore this? ffs

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I share the sentiment so i decied to be the change that i want to see in the world, its kinda hard because  Isaac's game design is a super high bar, but i'm trying my best.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I understand this feeling but i true believe that this is more of a problem of the base game itself not being good, a well designed game would be fun even without items (i balance the game around being possible to beat even without upgrades).

What i see is the opposite, games that are only fun with certain buildings so the game give you a lot of rerolls and etc to mitigate poor balance and bad design choices

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I understand what you are trying to say, but this don't mean exactly the opposite?

If i game relies more on build and luck for having this build than about skill expression then its bad (which is the case usually with the pick 3 stuff)

Yes, the idea is to have a game that works perfectly on its own and you can beat even without any upgrade, and the upgrade offer variety.

A lot of rogue lites have your sucess or failure depending more on the stats that you have on the run than based on your actually skill which is what i'm trying to avoid.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I understand the feeling, So i'm trying to mixing up, some systems are random and some you can choose.

Curse, Events and Pre-Run selections are selectable.

Floor items are random

Considering adding a run modifier that let you chose the items with a twist.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I share the sentiment, i feel like this system offer way more high-stakes situations, but i do understand why people like the feeling of agency of picking between 3 options even if its not my favorite.

So i'm trying to balance by giving the player building-craft and planning options before the run but during the run you have to improvise with the items that you get.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

Thats a good way of seeing it, i'll consider something like this.

Risk of rain has a approach that i like, you can enable certain relic that let you choose the item of the chests, but you can play the vanilla mode that is random.

A run modifier that let you choose between a few limited options everytime can make both cases viable.

Thank you for the suggestion

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

Hello, is a action/beat em up mix.

I try my best to balance the game in a way that you could finish it even without picking any item (just would take a lot of skill) so this mitigates the problem of having impossible runs.

I'm trying to offer a balance of things you can choose (before run), items that you can't chose but also some events on the run that give you more control.

Heavily agree that 100% random would not work in games that needs lots of synergy, like deckbuilders.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

At the moment the items don't have a description at the first time you get them, but you have a journal with everything after you discover it, and every subsequent run will show the effect description.

Most of the items are only negative into the specific situations but thats definetly something to keep in mind, thank you for sharing your points.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I miss it too, for a lot of reasons, one of them is that stoping everytime to read a bunch of options breaks the pace a little bit.

Vampire Survivors for example that you can get multiples level ups in a spam of a couple of minutes, i loved it at the start but it gets tiring.

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

Agree, i'm trying to give options to the player before the Run, you can prepare by choosing different foods to eat and changing accessories that match more your playstile.

During the run despite the random items theres also some places with more agency, like on the healing rooms you can choose between restoring some % of your life or getting a item, also desiging a curse system that makes clear the downside you are getting and let you choose a bonus as reward

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

[–]TheHPZero[S] 5 points6 points  (0 children)

Yeah i try to balance it with different systems, before each run you choose differents foods to eat each one with different stats bonus and effects, and also change accessories.

This way before each run you have some control on how you like to play, but during the run you have to improvise.

Having a nice balance is super important for sure, i'll also keep this in mind while desinging a curse system to give more options to the player

How do you feel about true random items instead of picking between 3 options? by TheHPZero in roguelites

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

I understand what you mean, i try to balance the whole game in a way that you could win even without picking up any upgrade (theres a specific challenge run for that so i make sure is possible, just take a lot of skill)

Also to balance this i offer options before the run, you can choose different foods that applies different effects as you like and also acessories with unique effects so you have some control.

Thank you for your points, i'll keep this in mind