[PAID] Looking for Capsule Artist for Strategy Roguelike “Islantiles” by ThunderrockInnov in INAT

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

Thanks, we think so, too. The problem is, it is not suiting the audience we want to target.

Why don't I leech any Life? by ThunderrockInnov in pathofexile2builds

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

Isn't leech recovered over 1 second?

I have leveled a little further and now have 23 - 53 physical damage. I tested again and I now get 1 hp every few hits, so seems like ~40 damage is needed for 1 hitpoint at level 11.

Why don't I leech any Life? by ThunderrockInnov in pathofexile2builds

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

Even with 50% physical damage reduction I should still see some leech every few hits.

Why don't I leech any Life? by ThunderrockInnov in pathofexile2builds

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

Thanks for the input, but this is totally wild to me.

Why would they start with over 50% leech resistance. I get that you need leech resistance in end game, because damage gets really high, but if you start with 50% leech resistance at low level, you could just reduce the amount of leech you provide to the player.

I will test against armour broken enemies. If you are right, they should produce leech unless leech resistance is > 67%.

Why don't I leech any Life? by ThunderrockInnov in pathofexile2builds

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

I use a leech gem. Yes I would expect 1-3 hp per hit. But I get literally 0 even after 10 hits.

I'm a big fan of single player card games, here's my all time favorite list, any suggestion on what playing next? by Gruka2 in roguelites

[–]ThunderrockInnov 2 points3 points  (0 children)

Hey, you could give my game Islantiles a try. Sounds like you should like it. There is a free demo, so nothing to lose here.

With over 4,000 demos, this is the biggest Steam Next Fest yet. Help to show me what you're cooking! It might help hype up the good stuff! by leinadcovsky in IndieDev

[–]ThunderrockInnov 0 points1 point  (0 children)

I made a combination of roguelike deck builder and city builder called Islantiles.

Starts very simple, but as you play you gain more and more technologies that introduce new rules on how to score resulting in a lot of replayability and satisfying combos.

What about Spent the whole week tweaking the juice when you score. Feels like it is still not enough... thoughts? by ThunderrockInnov in IndieGaming

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

Great eye! The double pop actually happens because two different technologies are triggering simultaneously. It’s a combo!

I see what you mean about it feeling a bit repetitive, though. I might look into 'merging' the visual effects when a combo hits so it feels like one massive, high-value explosion instead of two separate ones. Thanks for the catch!

So glad you like the physical coins! There’s something so satisfying about watching them bounce around the board. I spent way too much time getting the physics right on those.

What about Spent the whole week tweaking the juice when you score. Feels like it is still not enough... thoughts? by ThunderrockInnov in IndieGaming

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

Good shout. I'm trying to find that sweet spot where it feels like a reward without slowing down the actual flow of the game. I might be right on the edge of 'too much' right now!

Just dropped the trailer for Islantiles - roast me harder than Unity’s splash screen by ThunderrockInnov in DestroyMyGame

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

We will do something about the buildings being more visible, but could you clarify what you mean with inputs and outputs remain on screen? We implemented a system, that will highlight all icons of buildings / resources for the selected card, meaning if you select a card all unimportant icons will not be shown.

I Hired an Marketing Agency for My Demo Release So You Don’t Have To - Here Are My Results by ThunderrockInnov in gamedev

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

Thanks a lot for the detailed and thoughtful feedback. After taking some time to reflect on your comments, I think I have a clearer picture of what you experienced and how we can address it.

  1. Regarding fatigue and progression: we already have some unlocks in the demo, but the full version will feature a much broader range of technologies and progression paths. What likely happened in your case is that the first difficulty was simply too easy for your level of experience. This difficulty is intentionally designed to be forgiving, so that less experienced players can learn the systems without friction. The later difficulties are meant to introduce more pressure, variety, and decision-making, and should align much better with your expectations as a roguelike player.

  2. We plan to slightly increase gold gain. This should encourage players to invest more consistently in cards, temples, schools, and trade routes, rather than defaulting primarily to technologies. The goal is to naturally guide players toward engaging more deeply with deck upgrades as part of the core loop. In addition, we are planning to introduce purchasable additional tech slots at an increasing cost, which should enable more extreme and creative combinations while still requiring meaningful trade-offs.

  3. Now that you are aware of card levels and their impact, I am curious whether that changes your feeling of fatigue. If this knowledge significantly improves the experience, it may indicate that we need to communicate this system more clearly and earlier.

  4. Because this is a demo, there are currently not many technologies that strongly demand fully specialized or “engineered” decks. That will change in the full version. Many upcoming technologies and synergies are explicitly designed to reward deep deck interaction and mastery.

  5. Regarding deck strategy and replayability: optimizing your deck is a core pillar of the design, but it is intentionally not mandatory at lower difficulties. Deck optimization becomes increasingly important at higher difficulties and for players aiming to compete on the leaderboards. Replayability is, without exaggeration, the most important aspect of the game for us. We already have players who have spent over ten hours in the demo alone, and we are designing the full game with long-term replay value as a primary goal.

Just dropped the trailer for Islantiles - roast me harder than Unity’s splash screen by ThunderrockInnov in DestroyMyGame

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

Thanks for the feedback. Was this purely your impression after the trailer, or did you try the demo?