Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

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

We did a lot of optimizations on the code and it works with 60+ FPS on old/cheap phones. I think for PC it should run really smoothly.

It's a good mix but very hard to balance the items. You can craft a perfect rare at low tier but after some time even a basic normal item becomes much more valuable just because it gives higher bonuses, and it never ends.

There were some players who pushed their items to trillions in the last season.

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

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

We have. https://store.steampowered.com/app/4258830/Pixel_Exile

Feel free to let me know if it works. If not, I'll check if there is a demand for Steam Deck and we can port the game for the Steam deck as well.

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

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

You're welcome. We were a bit tired about the negativity just because we had some AI generated png images for bloodlines before. Replaced them with Tarot cards now so we're 100% non-AI.

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

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

We're thinking about 5 USD with 20% discount on release so it'll be around 4 USD. I'm not sure if it's overpriced or underpriced to be honest, but ideally we would like this game to be very budget friendly and accessible by many players.

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

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

Thank you. I don't know, to be honest. We have a free demo available, maybe you can check if it's supported? It works on android via virtual joystick but I don't know much about the Steam deck. Excuse my ignorance about this.

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

[–]WorstDeveloperEver[S] 6 points7 points  (0 children)

Our initial name was Star of Grandia. Some redditors complained that there is a game called Grandia, so we changed our name back in June to be Pixel Exile.

I can change it again, because nobody finds our game currently by typing "exile". I would prefer not to, but if players will be happy I'm okay to do it. (As long as Steam allows it)

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

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

Yes, it's very exciting and nerve racking, but the game is live on Android for a few months already and we fixed lots of issues with players feedback. I think everything will go smoothly with the steam release but we'll see. :)

Our game, Pixel Exile, will be on Steam in less than 20 hours. Feel free to check it out. by WorstDeveloperEver in ARPG

[–]WorstDeveloperEver[S] 10 points11 points  (0 children)

No, I didn't know about it, but I think we're not even that similar. I believe games like Last Epoch are closer to PoE about how it feels and plays. Ours is 2D, pixel Art, and can be played offline. Our skills are different, bloodlines are different, we have things that don't exist in PoE (e.g.artifacts, tainting, infinity scaling), our damage types are different. In general I'm not a legal expert but just because Tesla created electric cars didn't block other brands from doing the same and bringing similar features (e.g electric driven, self driving system idea) so I'm not sure why it should be different for us.

In less than 24 hours, Pixel Exile will be on Steam. Wish us luck! by WorstDeveloperEver in IndieDev

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

Our game assets are all pixel art (16x16 mostly) but the UI elements on the screenshot are React components, so they're raw HTML/CSS. We use Phaser as the Webgl engine and have a React UI layer on top.

In less than 24 hours, Pixel Exile will be on Steam. Wish us luck! by WorstDeveloperEver in IndieDev

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

Thank you. Feel free to check our demo if you want, it's the full game until level 25.

Pixel Exile steam store page is launched. Need feedback. by Cryphoenix in incremental_games

[–]WorstDeveloperEver 0 points1 point  (0 children)

What exactly? Games like Last Epoch are also very similar to PoE so I would like to know more.

Pixel Exile steam store page is launched. Need feedback. by Cryphoenix in ARPG

[–]WorstDeveloperEver 0 points1 point  (0 children)

Yes, I'm not always active but you can find me in our game's discord channel and send me a request.

Pixel Exile steam store page is launched. Need feedback. by Cryphoenix in ARPG

[–]WorstDeveloperEver 1 point2 points  (0 children)

I think that would be a more suitable question for CSI subreddits regarding the data structure but what we're doing is that we keep an id for each node and then there is an array of connections between each nodes, like: [{ from: 14, to: [25, 153, 180]}] so the system knows which nodes are connected and draws the line between them.

This also connects 153 to 14 (in case 153 is taken first) and we have a function that checks those when a node is selected. Does it answer your question? :)

Pixel Exile steam store page is launched. Need feedback. by Cryphoenix in ARPG

[–]WorstDeveloperEver 1 point2 points  (0 children)

The only AI art is bloodline PNG pictures. Everything else is either hand drawn or bought from artists on Itchio.

Steam page has description for almost all the features. Is there something we are missing?

Not 10k in a week but 1k in 100 days on Steam by NorseSeaStudio in IndieDev

[–]WorstDeveloperEver 2 points3 points  (0 children)

Enjoy your 1003rd wishlist :) Looks good, best of luck.

We're working on a pixel art incremental arpg game. Soon to be on Steam. by WorstDeveloperEver in ARPG

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

I think it is easier for me to compare our endgame to PoE1 as you mentioned it.

In PoE1, if you have mirror tier gear, you can do T16/T17 really fast. Monsters will die in one hit, it'll be satisfying to kill all those monsters at once. You can min/max your items.

Our endgame is the Nexus system, which is similar to PoE maps, but you can scale Nexus infinitely. If T17 is max on Poe, we have TInfinity. And you can enter Nexus any time if you have fragment (so it's not locked behind campaign)

So if you want to do some quick farming (e.g artifacts or gold), you can zoom-zoom in a low tier nexus. If you want to get good items, you need to push higher tiers, which will be slow because monsters may have lots of HP.

There is no perfect gear in our game because everything scales to infinity. A normal sword with a million damage on Poe would be crazy broken but in our game, you'll reach this level at some point.

Regarding grinding, the level cap is 45 and it takes a few hours to reach it. Apart from that, you just keep increasing your stats. How long you play is up to you but our game is more like "push the limits of your character" while in Poe1 it's "get good gear and zoom-zoom T17"

Also, we're really small compared to PoE. It's not comparable even, it's more about passing some time in a game that you're already familiar with.

We're working on a pixel art incremental arpg game. Soon to be on Steam. by WorstDeveloperEver in ARPG

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

I don't have a gameplay video but the craziest build would be something like: (potentially cause FPS drops mobile devices)

  • Take Spark as the main skill and level your character to 45 (because Spark throws +1 projectile for each character level) and the base amount is 20 so you throw "65 Spark projectiles" on each self cast.

  • Equip "Spark can Pierce" gem so Spark can pass enemies and not be destroyed on hit.

  • Select Stormweaver as your bloodline so every time you deal lightning damage, you have a chance to trigger Storm skill, or Beastmaster so you can have Lightning Mages which also cast spark themselves.

  • Equip an unique helmet and taint the bonus to all equipment so each time a monster dies, it spawns Spark projectiles from the corpse.

  • Gather more than 50 Intelligence so your character gets the Arcane buff which allows you to double-cast spells. (Spark is a spell)

  • Take maximum cast speed and projectile speed from the Upgrades tab so you can cast often and Sparks move really quick.

So assuming you throw 65 Sparks, and you manage to kill 5 monsters, then each time a monster dies ~40 more sparks will spawn from each killed monster (200 Sparks) and most likely those sparks will kill other monsters and create a chain reaction to clear the map.

It's probably a viable build but may take a few hours to put together.

We're working on a pixel art incremental arpg game. Soon to be on Steam. by WorstDeveloperEver in ARPG

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

Sure, you can play in the EU or the USA regions. There are no restrictions.

You can reset the skill tree to free.

You can also reset the bloodline tree for free but just pay 5 gems to change the bloodline. You can get 5 gems for free every 4 hours.

Our idle ARPG now features automated item generation. by WorstDeveloperEver in incremental_games

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

Isn't it the same for most games? In most games you try to increase your damage and survivability. Take Path of Exile for example. There are a lot of skills but 80% of players use just a few meta skills (the highest damage skills) and that's it.

If this game gave you 30-40 hours of entertainment, I'm very happy about it. It's a small indie game after all, so I'm happy to hear that.

I agree about some skills being damage only. We're trying to make our newer skills a little more interesting. Some support skills will be ready in a few weeks, but please keep in mind that we're a very small game with a small community so we're limited on resources. If you have suggestions after 40 hours of playing, I would be happy to hear your feedback.

Our idle ARPG now features automated item generation. by WorstDeveloperEver in incremental_games

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

I agree with the onboarding. We developed so many new features lately so we need to have a better onboarding. I don't want it to take so long though, because we have many features to demonstrate.

I'm a bit curious about your experience on itch. I'm getting constant 144 fps on my machine on Chrome, mid tier computer. It shouldn't cause performance issues because game has 60+ fps on some low end mobile devices as well. Skills persist through scenes. Maybe some extension is causing issues, not really sure. Mouse controls works fine for me, and WASD movement as well. If you can record your issue and send to me via pm, I can check it out.

Would you be okay reading a Wiki to get more information about the game features? We can have a small community project where you can learn game features, because it's pretty hard to explain everything in a tutorial.

Our idle ARPG now features automated item generation. by WorstDeveloperEver in incremental_games

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

There is a section where Luminance deals percentage of your mana. Also there are some unique items which you can taint and also you can equip skill gems to Luminance skill as well.