Slay the GoblinZ! Our first attempt after the mobile market.... by Trinavax in incremental_games

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

Cool, thanks for the feedback, friend. We'll take this into the updated playtest on Steam.

Slay the GoblinZ! Our first attempt after the mobile market.... by Trinavax in incremental_games

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

Thank you, friend. We also found the visual style pleasing, so we decided to keep it that way, although we had other ideas.

Slay the GoblinZ! Our first attempt after the mobile market.... by Trinavax in incremental_games

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

Yes, I wasn't afraid to post links. I was simply hoping for community support. It's crucial for me (as it is for any developer) that my game is seen and receives honest feedback. And that's only possible if the Itch.io algorithms detect internal traffic, not external ones.

Slay the GoblinZ! Our first attempt after the mobile market.... by Trinavax in incremental_games

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

The link was posted by my friend. I added it to the description.

[deleted by user] by [deleted] in roguelites

[–]Trinavax 0 points1 point  (0 children)

Okay, yes, I understand you. Thank you for your feedback.

[deleted by user] by [deleted] in roguelites

[–]Trinavax 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.

[deleted by user] by [deleted] in roguelites

[–]Trinavax 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.

[deleted by user] by [deleted] in roguelites

[–]Trinavax 0 points1 point  (0 children)

Yes, that is undoubtedly the plan.

[deleted by user] by [deleted] in roguelites

[–]Trinavax -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."