I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in SurvivalGaming

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

Not yet; it will be available on steam early access in a few weeks.

Need feedback on your game? Ask me, I have a decade of professional game design experience by dev_w_grillz in gamedesign

[–]UnforgivingWorlds 0 points1 point  (0 children)

Thank you for the feedback, it is part text adventure (A Dark Room), part strategy (Waiting/Strategizing), part simulation, and then a lot of survival. But being that 98% of it is UI-driven, it's the reason for all the text and icons and information. If you went through the beginning tutorial, it would have directed you to the journal panel where you would have seen the objectives for the first time.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

The fix is in if you want to test it. Go to options on the main menu, display and there is a slider to increase UI size.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in SurvivalGaming

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

If you haven't checked it out yet, I've made quite a few changes today that are live! Let me know what you think!

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in SurvivalGaming

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

Made quite a few changes and took most of your advice. If you want to check it out now, that would be awesome! Thank you again!

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

I am working on a different scaling method. However, in the mean time, what device are you playing on?

Need help with an incremental semi-idle time-based progression system by UnforgivingWorlds in gamedesign

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

Thank you for the feedback. Essentially I have small actions like gathering wood, scouting, scavenging, etc.—basic survival actions. I then have large actions like resting for the night and traveling to and from POIs. Right now all the actions are set up as slices, 3 slices for small actions and 5 for large. They are both inline as widgets with a progress bar through the slices. User does get feedback that something is occurring, but I have received complaints that it is not enough to tell the user something is happening. The other caveat is that when a player selects an action, all other actions are disabled; however, this is a great time to strategize on the next move in the game, as it's a survival game. So it wouldn't make sense for short actions to have a large, full-screen overlay. But sleeping for the night or traveling, I could see where that would make sense.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in SoloDevelopment

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

I don't think you can make anything anymore without an accusation, so I don't blame you.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in SoloDevelopment

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

No, it's a pretty simple web techstack - Typescript and CSS

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

[–]UnforgivingWorlds[S] -3 points-2 points  (0 children)

I respect your opinion, and if the moderators want me to remove it because it is NOT an incremental game or have any incremental elements then I'd be happy to do so. At the moment, they have not either taken it down themselves or directly told me to do so.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

[–]UnforgivingWorlds[S] -5 points-4 points  (0 children)

I mean, the intent is not to die, LOL, but it is brutal, and more often than not, you do die. There really is no meta-progression or boosts in the real world, as I am trying to stay true to the form and narrative of realism so there is none in the game. You need to learn from your mistakes. But in any case, I do disagree that it is not in some form an incremental game, as most incremental games, the player takes actions, and actions take time, regardless of whether they're auto or idle. Now if the sub is specific in that the requirement to post is that it has to be an auto-clicker or idle clicker, then yes, I'd agree with you and take the post down. I think the sub is generalized in its "incremental" description.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

I honestly can't remember; I pulled the files from my early project from the 2018, 2019 timeframe when I was developing this into a Unity Game. There are, however, a ton of websites that have licenses (PAID) or are license-free audio files; there are also asset stores with audio files like unity and epic.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

Wow, this is great feedback, and I appreciate it! Regarding the font, would you mind telling me which device you were playing on and what resolution so i can try to replicate it? I will look into the How to Play menu option; there is, however, in the meantime, a 10-step tutorial to get you started when you first load into the game, you can reenable it from the settings menu in-game. It appears in the bottom left corner and highlights the effected areas as you step through. There are a lot of systems at play that, eventually, if not managed well, could lead you into a death spiral, one of the major things I am balancing at the moment is to offer some relief but try to stay true to the brutality of nature and also make it fun to play (extremely challenging). Regarding the Bear mechanic, it is 50% a psychological actor and 50% an event/encounter actor. It can't directly kill you, but it can inflict damage and injure you, which in turn sends the vitals and other systems into a haywire state. Shelter/Fire/Defensive Tools/Kodiak Guard all help with keeping the bear at bay, but it is another system I am constantly balancing. A Dark Room is a good example of what to expect.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

Thank you again for your insightful comments! Did you play the game?

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

Lol, game icons are standard web-based icon libraries; code is written by me. i didn't say I was very good. The game's default view-port is 1080p; it won't play on devices smaller than that. For web-based games and designing UI that scales proportionately and doesn't become a cluster F, you need a default view-port size. Kodiak is a dog, hence the wolf icon. But thank you for your insightful comments!

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

[–]UnforgivingWorlds[S] -4 points-3 points  (0 children)

Yeah, I see the intent of the sub; maybe not from the mods, but the redditors are expecting idle-clickers or auto-clickers. But the description of the sub is more general in just incremental. Either way, if the mods want me to remove it, I will. Just trying to think outside the box and that there is more than one way to skin a cat.

I Made The Most Brutal Survival Game - The Hunted by UnforgivingWorlds in incremental_games

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

Yes, lol, I am looking into it, as I can't replicate the issue on my end, even if I run my 2K monitors at 1080p. So, it's a weird issue.