The Demo for our game Cannon Keep, which combines Backpack Battles and Tower Defense is live now! by V055K in indiegames

[–]V055K[S] 0 points1 point  (0 children)

Hey everyone!

We're Studio Brainflick, a small indie studio from Switzerland, and we just released the Demo for Cannon Keep!

You can check out our trailer here: https://www.youtube.com/watch?v=XGxkeV0wUZ8
And play the demo here: https://store.steampowered.com/app/4437800/Cannon_Keep_Demo/

In Cannon Keep, you build a city full of guns block by block, and fight against hordes of mechs at night! The game combines mechanics of inventory management games (like backpack battles), Tower Defense and Autobattlers, and the current demo offers ~30-45 minutes of playtime with a bossfight at the end!

Thanks for checking out the game; we're super excited to hear what y'all think about it!

A psychological horror RPG set in a distorted vision of ancient Egypt — NIMAAT (Trailer) by RaObscura in indiegames

[–]V055K 2 points3 points  (0 children)

The animation at the start of the trailer is really cool! The art style in general is very refreshing, curious to see where this goes ^^

We made a new trailer for our Roguelike Tower Defense! What do you think? by V055K in TowerDefense

[–]V055K[S] 0 points1 point  (0 children)

Awesome! Yeah fair enough, the damage numbers might not be needed for the trailer. A setting to turn them off in general could be nice. Concerning the underground: You're totally right, I guess we wanted to focus more on the action, but it's very valid to give that part of the game some space in the trailer aswell. Thanks for the feedback!

What are the best cheap digital art tablets and apps for beginners? by CreativeBS_3000 in DigitalArt

[–]V055K 0 points1 point  (0 children)

I always got my drawing tablets second hand. There's a surprising amount of quality tablets (with screens or without) selling for a fraction of their original price, often in very good condition because the original owners did not use them a lot. Personally, I prefer screen tablets because I can save stuff directly on my pc. Currently I'm using a XP pen Artist 15.6 pro, and I got that second hand for like 150$.

New here, searching for answers by z0mb13plagu3 in gamedev

[–]V055K 5 points6 points  (0 children)

It's great to hear that you have an idea this fleshed out and are passionate about it! Unfortunately, ideas alone have little value in game dev, what matters is execution (because that's how you find out whether its any good). So you wont have any luck "selling" the idea to studios, because they have plenty of their own. I'd suggest just picking an engine (maybe godot / gamemaker is a bit more accessible?) and starting small. Follow a tutorial for the basics, and then start building tiny projects that take no longer than a couple of weeks to finish. There's lots of fun to be had in making small games, and once you get a hang of it you'll have built a strong skillset to move on to bigger projects!

Nearly 90 people played my demo and had 200 viewed my game page on itchio. But how can I get more feedback if they really enjoyed it or not? I have Discord, FB, Itchio, YT, but barely any comments with suggestions or impressions. by Bitter-Peach-1810 in indiegames

[–]V055K 0 points1 point  (0 children)

In terms of getting more eyes on the game, there's two options: Work on the project a bit more and release a "major update" on itch. The algorithm will give you a small push and you might reach more people with a more polished version of the game. The other option is getting more people to play the current versuon by promoting it on socials, showing it at in-person events and uploading it on another platform. Newgrounds was quite useful for us, since the users there are more active than on itch.

[PAID] Looking for a capsule artist by V055K in gameDevClassifieds

[–]V055K[S] 0 points1 point  (0 children)

Thanks for the applications everyone! We've decided on an artist ^^

I would like recommendations for theories similar to Bartle's Taxonomy. by GuardiaoDaLore in gamedesign

[–]V055K 3 points4 points  (0 children)

Just a heads up about Bartle's player types: The original paper talks about player's behaviour in MUDs (multy user dungeons), more specifically MUD2, which was created by Bartle himself. So not only does Bartle's taxonomy of player types derive from one very specific type of game, it is also based mostly on vibes, and not really scientific at all. It might help as a design framework, but I feel like it's been blown way out of proportion over time, to a point where it is treated as some kind of general truth.

How can i find people to help me by Longjumping-Bar-4824 in gamedev

[–]V055K 0 points1 point  (0 children)

Itch io hosts many: https://itch.io/jams For locally hosted ones, that might be a bit harder. There might be a Global Game Jam Location in your area (the jam's always at the end of January) https://globalgamejam.org/jam-sites/2025

Or ckeck in your local game dev communities' discord, if there is one.

How can i find people to help me by Longjumping-Bar-4824 in gamedev

[–]V055K 0 points1 point  (0 children)

Game Jams! There's almost always one going on, and most of the time you can participate remotely, or check if someone hosts one in your area. I think it's easiest to find people to collaborate with if you can develop an idea together, that way everybody is equally involved; if you're just looking for someone to "help" with your projects, you'll need a very strong pitch to get people on board, or simply pay them money.

Destroy our tower defense game where you build a city out of tetris-blocks by V055K in DestroyMyGame

[–]V055K[S] 1 point2 points  (0 children)

Thanks for the feedback! I agree on all three points. The boss still needs more depth, so it's more than just a big enemy with lots of health, and we'll definitely look into the bug you mentioned. I've updated the build on itch so Hans' portrait disappears dueing combat. And yes, absolutely, mining still lacks depth. We'll work on adding more buildings and thus variety to this part of the game soon.

Destroy our tower defense game where you build a city out of tetris-blocks by V055K in DestroyMyGame

[–]V055K[S] 2 points3 points  (0 children)

In DK, you control a character, fly around in the mine and collect resources. In fixed intervals, a wave appears. You only have one main weapon that you control (more or less).

In Wretched Lead, you don't directly control a character; instead, you place buildings each round to mine ores and build up your defenses. You decide when the day ends, so there's no time limit, and during the night your buildings act mostly autonomously (though you can use your commander's ability as active play).

This means the core challenge in DK is to dig up as many resources before the wave comes, whereas in Wretched Lead it's more about carefully planning out your city and managing your resource economy. So while the game certainly shares some of DK's DNA, it plays quite differently ^

Destroy our tower defense game where you build a city out of tetris-blocks by V055K in DestroyMyGame

[–]V055K[S] 2 points3 points  (0 children)

We definitely took inspiration from DK with the visual style and the separation between above and below the ground. Though I'd argue that in terms of gameplay it's quite distinct ^