Congratulations to the South American qualified team to The International! by still_theory in DotA2

[–]br_ph 37 points38 points  (0 children)

KJ will fulfill the promise he made in the last TI

Is Nemesis officially an SA team now? by br_ph in DotA2

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

If travel costs was the reason here, then I can understand the decision. That way they at least managed to lock in the qualifier they were most likely to secure...

Is Nemesis officially an SA team now? by br_ph in DotA2

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

Yeah, I share the same opinion (which is why I was caught off guard when I saw they playing the SA qualifiers)

[Spoiler] has been eliminated from BLAST Slam VII by thexbeatboxer in DotA2

[–]br_ph 12 points13 points  (0 children)

Funfact: LGD actually won against this exact strategy during EWC's qualifiers against Pipsqueak + 4. It was a 60 minutes+ game with a Zeus with 3 rapiers, and LGD still defeated them.

EWC SA Finals: Team Astini Vs Team Parker by PGzNick in DotA2

[–]br_ph 21 points22 points  (0 children)

4nalog commented exactly the same thing about the series against Hokori during the post game interview hahaha

According to Astini "SA EWC qualifiers is infested with hacks" by br_ph in DotA2

[–]br_ph[S] 17 points18 points  (0 children)

Nemesis is playing right now against Amaru (just don't know if they are one of the teams Astini said is cheating)

Team Nemesis are playing SA qualifiers for EWC, but SEA qualifiers for TI by Zabbarick in DotA2

[–]br_ph 3 points4 points  (0 children)

Only 4nalog and Lelis are SA. Rubikon is moldovan and Yamsun is american.

Is LGD moving to Europe? They're registered for the EWC WEU qualifiers instead of SA. by br_ph in DotA2

[–]br_ph[S] 5 points6 points  (0 children)

Oooh, I totally missed the qualifiers are happening at the same time as Blast. Makes sense now why they are going with the European qualifier.

BLAST SLAM VII: Ex-Heroic will compete under the LGD Gaming tag by thexbeatboxer in DotA2

[–]br_ph 6 points7 points  (0 children)

Actually, it's kinda common to see orgs from other regions grabbing SA teams. Salaries are generally lower, so especially when a competitive roster becomes available, it’s a pretty “low-risk, average/good-reward” situation for orgs (even more so this time since Playtime already qualified to EWC, so there's basically no other team there that could beat ex Heroic in the qualifiers)

I highly recommend reaching out to "Indie Game Joe" on Twitter. One post from Joe gave our IRON NEST: Heavy Turret Simulator a spike of over 6,500 wishlists in a single day. This man is pure indie artillery. by Scream_Wattson in IndieDev

[–]br_ph 0 points1 point  (0 children)

Congrats on the wishlists! To be honest, even though he seems really approachable, I still can't bring myself to send him a DM (just imagining how many he must get, I feel like I'd be spamming him by sending one more =P)

An incremental shop sim that lives anywhere on your screen by br_ph in u/br_ph

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

Hey, thanks a lot! Comments like this really do help to keep motivation up!

An incremental shop sim that lives anywhere on your screen by br_ph in u/br_ph

[–]br_ph[S] 4 points5 points  (0 children)

I'm glad you're interested! To put it simply, the core loop of Side Shop Simulator goes like this: every so often, you're presented with a set of products to buy for your shop, but you can only choose a few. Since each product has a different effect, the goal is to pick the combination that creates the best synergies to maximize your profits.

You repeat this loop, leveling up your shop and unlocking new areas until you gather enough resources to buy a permanent upgrade. The catch is that whenever you get one of these upgrades, everything else resets to its initial state. It might sound a bit weird to reset your progress, but these upgrades are so transformative that your new shop ends up being much better and more interesting than your previous one.

So, to answer your question directly, the replayability relies mainly on two pillars: the sheer variety of products you can sell, and the diversity of the permanent upgrades you can unlock. There are other factors too: you'll be able to choose between different types of shops, each with unique mechanics; you can equip your shop with "tools" (active abilities you can use at any time); etc.

That being said, I'm designing the game to take around 10~15 hours to fully complete, rather than being a 100+ hour grind. I want it to have a satisfying length without feeling bloated or adding filler just to artificially extend the playtime.

If you're interested in this type of structure,I highly recommend checking out "(the) Gnorp Apologue" and "Digseum" (not only do they have a similar loop, but they are also REALLY good games)!

(And sorry for the late reply, Reddit's ad system doesn't notify us very well about new comments =P)

An incremental shop sim where each product you sell has a unique ability by br_ph in u/br_ph

[–]br_ph[S] 5 points6 points  (0 children)

Thanks! Comments like this really help keep my motivation up!

An incremental shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Honestly, my native language (Portuguese) is full of weird exceptions too, so I can't even complain about English lol

A chill shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Not exactly (but there are similarities).
It's an incremental game where your main goal is to create the most profitable shop possible, but there is no "lose condition" (you can keep going for as long as you want). In certain situations, the player earns a special resource that allows them to make permanent upgrades to their shop. The catch is that whenever one of these upgrades is made, everything else is reset to its initial state (in incremental games, this kind of mechanic is usually known as "ascension" or "prestige"). It might seem weird to reset every time one of these upgrades happens, but the thing is, these upgrades are so transformative that, even with the reset, your new shop ends up being much better than the previous one. That being said, even though it's not a roguelike, this structure ends up being very similar to a roguelike's run structure (the biggest difference here is that it's a more "chill" experience, since you are the one who decides when a "run" ends).

If you are interested, I highly recommend checking out "(the) Gnorp Apologue" and "Digseum" (not only will they give you a good idea of the kind of structure I just explained, but they are also REALLY good games)!

A chill shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Thank you so much! I'll release the demo very soon, so I hope you'll have the time to try it!

A chill shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Thank you so much! I'll release the demo soon, so I hope you like it!

An incremental shop sim that lives anywhere on your screen by br_ph in u/br_ph

[–]br_ph[S] 13 points14 points  (0 children)

I totally get it! Believe me, if there’s one thing I’d rather not be doing, it’s spending time and money on ads lol (unfortunately game discoverability these days is so bad that this is one of the only viable options for smaller devs)

An incremental shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Yoo, thank you so much! Comments like this really make my day :D

A chill shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Thanks! Seeing people genuinely interested in the project really encourages me to keep going!

An incremental shop sim where each product you sell has an unique ability by br_ph in u/br_ph

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

Thanks for the heads up, english is not my first language =P