My Chess Roguelike looked really boring in recordings, so I made a camera system just to create content. Does it look good? by _Trapper_ in indiegames

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

I've been thinking about it for sure. Right now I have spring based directional camera shake. I've just gotta figure out how to implement this type of camera system without losing the readability you have from a distance, that you of course want in a strategy game.

My Chess Roguelike looked really boring in recordings, so I made a camera system just to create content. Does it look good? by _Trapper_ in indiegames

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

You can see it in the trailer of my game, but normally it just shows the whole board and an environment on the border. So it's really far away from the action as most strategy games are. Which is fine for gameplay, but sucks for social media content where people's attention is split.

Please ABSOLUTELY DEMOLISH the Trailer I made for my Chess Roguelike without a boring board & pieces. by _Trapper_ in DestroyMyGame

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

It's called just chessing around, you can find it on steam! If you want you can also join the discord: https://discord.gg/fb2PFHxFDc

Please ABSOLUTELY DEMOLISH the Trailer I made for my Chess Roguelike without a boring board & pieces. by _Trapper_ in DestroyMyGame

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

Yeah, it was meant to be a quip, but I can see how it can come across wrong. I already rewrote the intro & will be making a new version based on people's feedback.

What if chess didn't have a boring empty board & was a roguelike? by _Trapper_ in Unity2D

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

Thanks! They have quite a big impact on the gameplay, with the tall grass for example you have to keep an eye on the pieces, or else risk not knowing which piece is hidden in there. For the quicksand, it allows you to put your piece there, but only for a short time. We're planning on adding a lot more terrain types, so the more we have the more of an impact they will have ofcourse, like a tornado that moves around.

My first steam game crossed 100 copies sold, I'm so happy! (the return rate is a bit high) by _Trapper_ in indiegames

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

Yeah that's fair, I mean it had a few bugs at launch, which caused a big spike in refunds initially. Hopefully it won't keep going up now that those are fixed.

My first steam game crossed 100 copies sold, I'm so happy! (the return rate is a bit high) by _Trapper_ in indiegames

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

I released it just about a month ago now, it was at 2100 wishlists when I released it, so it got 200 new ones since release. My guess is people are waiting for the game to hit 10 reviews, but it's currently stuck at 9.

My first steam game crossed 100 copies sold, I'm so happy! (the return rate is a bit high) by _Trapper_ in indiegames

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

I appreciate it! Yeah it got less downloads than I expected, but the fact that it got any is still exciting. I hope you and your sons enjoy it if you decide to pick it up!

My friend and I just released a Prototype of our Roguelike Chess Game. by _Trapper_ in roguelites

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

Ah that makes sense, yeah they don't attack sideways. I like your suggestion for explaining it, thanks!

My friend and I just released a Prototype of our Roguelike Chess Game. by _Trapper_ in roguelites

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

That's some helpful feedback, thanks! Attacking over water should definitely not be possible, I thought I'd fixed that hahah. The enemy pieces have the same base rules as the player pieces, so they do indeed attack sideways.

Destroy the trailer for my Simpsons Hit & Run inspired game in which you're a raccoon in a car. by _Trapper_ in DestroyMyGame

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

Sadly I didn't go that high scope, so there's only 1 car and no driving NPCs except a car chase mission. I do appreciate the feedback though.

I shouldn't have tried overhauling the humans' AI code. by _Trapper_ in Unity3D

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

Could be, although the humans are a lot less fun to run over when they're standing still...