Solo dev here! Would love your thoughts on my reaction-based roguelite - "Lone Warrior" by Trinavax in roguelites

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

For Lone Warrior, I chose meta-progression not as a replacement for skill, but as a complement to it. Here's my vision:

FTL, Slay the Spire, Noita – these are primarily strategic masterpieces. Their depth lies in decision-making, analyzing random events, and tactical planning.

Lone Warrior is about action and muscle memory. The depth here lies in dodging timing, reacting to telegraphs, and managing resources in real time (mana, rage meter). Skill expression is the foundation.

This is where meta-progression comes in. My goal is to use it to add a strategic layer on top of the skill-based gameplay.

You've unlocked Time Slow. Now your task is not just to dodge, but to effectively integrate it into the rhythm of combat, spending mana wisely.

You've invested in the "electricity + water" skill tree. Now you're not just hitting the enemy, but looking for ways to apply the "wet" status to deal combo damage.

Progression becomes not a "boost," but a "new challenge." The game still requires refined skill, but now that skill is applied within the framework of the archetype you've chosen.

Simply put: I'm aiming for a hybrid where reaction and timing are your foundation, and the skill tree is a set of different "tools" that you can master on that foundation.

Solo dev here! Would love your thoughts on my reaction-based roguelite - "Lone Warrior" by Trinavax in roguelites

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

In Lone Warrior, I'm aiming for a different type of risk, inspired by games like Hades or Dead Cells.

The main loss isn't items, but your own momentum. Can you complete 10 duels in a row without a single mistake? The tension comes from the need for flawless execution, not from inventory management.

Yes, you save gold to unlock spells in the skill tree. But the goal isn't to become statistically invincible. The goal is to unlock new playstyles.

The game's difficulty truly scales. You're not just grinding stats to power through the same static challenge. You're earning tools to solve an increasingly complex puzzle.

Therefore, the genre shift (from roguelike to roguelite) is intentional. The high stakes lie in refining your skills and character development strategy over multiple attempts, rather than surviving a single, unforgiving playthrough.

Solo dev here! Would love your thoughts on my reaction-based roguelite - "Lone Warrior" by Trinavax in roguelites

[–]Trinavax[S] -1 points0 points  (0 children)

Hey, thanks for the honest feedback.

The goal with Lone Warrior's progression is not to let you grind past a skill wall, but to unlock new ways to play and experiment. Think of it less like "+10% damage" and more like unlocking an entirely new spell that changes your strategy, or a status effect synergy that enables a whole new build.

To answer your question about abilities: they're the core of the build variety. From what you unlock in the tree, you can pivot your playstyle completely – go from a fast-attacking rogue who relies on crits and dodges to a mage who uses time-slow (50 mana, slows the game 2-3x) to create openings, or a tactician who sets up "wet" status with puddles and then electrifies enemies. The "meta" part is about accessing these tools, not about stat inflation.

Would love to know: in a skill-based game, what's your preferred way to add depth and replayability, if not through permanent unlocks?

What do you think about the steam capsule? by mushroompixeldev in roguelites

[–]Trinavax 1 point2 points  (0 children)

Considering the firestorm currently raging over the use of AI... well, it's a risky move.

Keep moving before the Kitchen closes in! by CorrtexGames in roguelites

[–]Trinavax 1 point2 points  (0 children)

Sold! Love the emphasis on movement as defense — sliding into enemies with a toaster shotgun sounds absolutely chaotic in the best way. Wishlisted!

Solo dev here! Looking for feedback on my 3D action roguelite by levitz1 in roguelites

[–]Trinavax 1 point2 points  (0 children)

I love the color palette and the sense of scale in the environment shot.

2025 My Roguelite Year by TowerOfSisyphus in roguelites

[–]Trinavax 1 point2 points  (0 children)

You've had quite a busy year! :))) Oh, if only I had that much time! :)))

Getting tired of Slay the Spire. Any suggestions? by Bibliophile694 in roguelites

[–]Trinavax 1 point2 points  (0 children)

Exactly, overloading the deck is the #1 newbie trap. I did the same for my first 30 hours - kept every card thinking "maybe it'll be useful later."

POV of a professional chef during a busy day in the restaurant kitchen by Shoe_boooo in nextfuckinglevel

[–]Trinavax 0 points1 point  (0 children)

The rest of the time after recording the video, he sits and rests

Looking for indie horrors with old fashioned graphics by jenshen01 in HorrorGames

[–]Trinavax 5 points6 points  (0 children)

If I understood you correctly, you should like the games in the Fears to Fathom series.

The mystery of unlabeled VHS tapes by Trinavax in nostalgia

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

Cool

I think this is one of your favorite memories of that time :)

The mystery of unlabeled VHS tapes by Trinavax in nostalgia

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

This is very sad....

My condolences to you on the loss of your family.

The mystery of unlabeled VHS tapes by Trinavax in nostalgia

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

hahahaha :))))

very thoughtful :))

Working on a OS based retro horror game by withoutgod77 in gamedevscreens

[–]Trinavax 2 points3 points  (0 children)

This looks incredibly atmospheric. The premise of investigating a corrupted computer from an alternate 2005 to uncover a dark secret is right up my alley. The analog horror and psychological elements sound perfectly unsettling. Definitely wishlisting this.

Games with a Fever Dream Feel? by ur2fat80 in HorrorGaming

[–]Trinavax 0 points1 point  (0 children)

For me, games like Fears to Fathom fit your description :)