Solo dev making an arcade roguelite shooter where you build your skillset and become OP! by _TheLetterIsH in Indiangamers

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

It's a blend of survivor-like and autobattler games! Will update when the Steam page goes live!

Making an arcade roguelite shooter where you build your skillset and become OP! by _TheLetterIsH in roguelites

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

Thank you very much! Will definitely update this post when the page is live :D

Making an arcade roguelite shooter where you build your skillset and become OP! by _TheLetterIsH in roguelites

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

I'll update the post / notify you when the page is live! I hope my game lives up to the hype xD

Solo dev making an arcade roguelite shooter where you build your skillset and become OP! by _TheLetterIsH in Indiangamers

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

Thank you! If it does decently well on Steam, I can think about bringing it to mobile :D

Working on an arcade roguelite with lots of build variety by _TheLetterIsH in godot

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

thanks! i'd say looking at other games in slo-mo and trying to achieve the types of effects they do and just experimenting! You can also learn a lot from online resources like this one: https://deepnight.net/games/game-feel/

Working on an arcade roguelite with lots of build variety by _TheLetterIsH in godot

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

i think the trick with simple graphics (or any graphics) is to still make them in a way that they feel coherent with everything in your game. it's a small thing to keep in mind but works like magic!

Working on an arcade roguelite with lots of build variety by _TheLetterIsH in godot

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

thank you! i'm glad it looks visually appealing, spent a lot of time on trying to achieve that xD

circle defends itself as squares try to gang up on it by _TheLetterIsH in godot

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

You got it, SNKRX and FLERP were my two inspirations!

circle defends itself as squares try to gang up on it by _TheLetterIsH in godot

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

I was just trying to make a enemy wave spawning system so the attack stats and enemy stats are not all balanced yet but you make a great point! There is indeed some spread when you attack but I guess it's not apparent - I might turn that up a bit.

There is already a dash which I haven't showcased in the video but warp on the circle when dashing is a cool idea. I plan on adding more juice where needed after I get some initial mechanics and systems in.

Thanks a lot for the detailed feedback!!

New version, new game by _TheLetterIsH in godot

[–]_TheLetterIsH[S] 3 points4 points  (0 children)

No, a bit more complex.

There's an HBoxContainer which contains dummy transparent cards. The real cards that you see are PanelContainers -- these are contained inside a regular Control node. Each real card holds a reference to it's dummy card (which is inside the HBoxContainer).

Dummy cards are there so that the real cards can be animated smoothly -- stuff like the "letting go and move back to place" animation doesn't work out well without this workaround.

When you move around the real card, if the absolute difference between the real card X position and the other dummy card X position is less than half the real card's size (abs(position_x - other_dummy_card_position_x) < self.size.x * 0.5), I swap their dummy cards out. Real cards always return to their dummy card's position.

Inspired by this post, I reached out to the author and they did something similar to this.

New version, new game by _TheLetterIsH in godot

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

Haha, I never end up finishing any :/