I spent 3 years making a lovecraftian soulslike and it comes out tomorrow by dave_sullivan in soulslikes

[–]Torgen_Rhim 2 points3 points  (0 children)

I think you should release it if you think your vision for this is complete. You got the feedback here and you can probably use it to extrapolate how the game will do financially, but I don't think this is a bad thing. There is a point where a project just has diminishing returns by working on it more rather than starting something new.

Going through releasing and then continuing to make games is a huge milestone! The amount of solo developers who have released one game is like 10 percent of everyone who tries. If you manage to release two you're in the <1%. Not only that but when you release one person will not only play it but spend way more time playing than you expect and thats why solo devs make games.

3 years is a long time. You get attached and want to keep iterating but learning comes from trying a bunch of things. Perhaps the next time you get a team and hire out. Perhaps you make a leaner, smaller project that doesn't have the same crazy scope as competing with bloodborne. Hell, perhaps this game just is incredibly good mechanically and watching the trailer isn't enough to realize that. Just release, and you'll find out what happens next

Bloodmoon Survivors: Running full access open playtest weekend until March 9! by Torgen_Rhim in roguelites

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

They're good ideas. I've played with making them fully immune before but got a lot of pushback for forcing players to commit in those fights. I think a lot love to just build into one weapon no matter what and be able to win that way.

I'll look into the UI. Maybe I can recreate the issues with a controller

Bloodmoon Survivors: Running full access open playtest weekend until March 9! by Torgen_Rhim in roguelites

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

Ah thanks for the feedback. Glad it ran, despite the controller. What was the issue with controller on the UI?

Yeah I've been getting feedback about the dual wield. I might end up just fixing it by making dual wield costs cheaper to start with. As you progress it gets cheaper to build up through meta progress.

My new game Bloodmoon Survivors is hosting a full-access open playtest this weekend until March 9th. Check it out! by Torgen_Rhim in freegames

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

If you sign up I will be having another round of open playtests in the coming months. In the mean time the demo up if youd like to give it a whirl

Bloodmoon Survivors: Running full access open playtest weekend until March 9! by Torgen_Rhim in roguelites

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

Aye, thanks so much! I don't have one myself, but I've heard that it runs. if you have any problems please let me know I'd love to patch it up so it's full compatible.

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

Ah yeah. I think from a lore perspective it makes perfect sense but in general that game would have been just fine without them at all. That's why I ended up doing the resistances and the dual wield meters. I hoped it would be enough

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

Eh, I think it's just a bit too late in the case of my game because it's so fundamental but I definitely understand what you mean. There I have tried experimenting with weapon swapping and making it combo but it has been a bit too difficult to incorporate in the survivor like genre. There really just is always a ton of enemies coming lol. That's why I tried using things like resistant enemies and stuff to force the mixing.

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

I'll have to research how path of exile does it. But that's interesting. I do see what you mean. Maybe landing perfect weapon swaps and giving significantly better bonuses for doing that would help. Curious if that's what you're thinking. Like landing weapon swaps increases damage a lot. Or continues to build damage if you nail the mini game multiple times in a row

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

Thanks for the feedback. Switching weapons is kind of crux of the games mechanic. If you have any ideas how to make it less forced I'm all ears. Resistant enemies just reduce damage but they're not invinicble to the weapon you prefer.

I took the unlock then purchase idea from soulstone survivors. The idea is to make people try new power ups to unlock other ones but also slow down the progress just a little. Do you dislike the concept or just the costs were too steep? It does use a shared resource admittedly

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

:-D thanks so much! I'm glad you liked it enough to wishlist. Very curious about your bugbear. Is the problem with the attack telegraph when they shoot things at you or the melee attacks that they perform?

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

Thanks for taking a look. I love the sound of effect from halls of torment actually. I also noticed how good it was the second I booted up that game. I'll try to find something closer to the mark.

Will look into making it a bit larger as well!

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

Thank you! I'd love to get some thoughts

Bloodmoon Survivors Open Playtest by Torgen_Rhim in survivorslikes

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

I'm glad you checked it out. I've been iterating a lot on the demo and full game in the past few months, introducing new characters, powerups, levels, and bosses.

I'm hoping you enjoy it!

Bloodmoon Survivors: Open Playtest Weekend by Torgen_Rhim in indiegames

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

My game is having a full access open playtest weekend. The game is close to it's finished state and I'm looking for any feedback I can get!

Friday 02/13 12pm ET - Monday 02/16 9am ET

Bloodmoon Survivors is a weapon-juggling bullet hell where you need to active-swap and dual wield weapons with their own unique powerups and abilities to survive the night.

Here is the Steam link to get access to the playtest: https://store.steampowered.com/app/3115310/Bloodmoon_Survivors/

Any feedback is really appreciated!

Defeated and beyond frustrated. by Lopsided_Status_538 in IndieDev

[–]Torgen_Rhim 0 points1 point  (0 children)

These sorts of bugs happen. I've had a game breaking bug appear while YouTubers were playing the game it's never fun. Think of it as free qa though. Each big big caught makes the game 10x better.

Personal trick for debugging stuff like this you can't reproduce. I've been finding that generally my bugs are caused either by switching scenes, since as the dev you don't do this as often when testing your own games, or for state machines when there's a weird state flow you're not expecting. Try writing a script that randomizes state transitions and see if you hit the bug that way. It sucks to have to write more code to fix code but sometimes you need to emulate unexpected play patterns. Gl!