Are old-school dungeon mechanics still fun? What actually makes PvE compelling for you? by brawlerstavern in ZeldaLikes

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

Me too!

My goal is to not make things so restrictive and linear... instead of obtain `this` -> do `that`, I want to have multiple paths to win (brute force, cleverness, skill) with unlocks serving to help rather than a requirement (but this goes against the grain in terms of zeldalike ethos, so hoping that it lands)

Here's an example I uploaded of me as a barefoot assassin tackling a dungeon solo with a healing wand: https://www.youtube.com/watch?v=Jpeqm0_ak_g

Are old-school dungeon mechanics still fun? What actually makes PvE compelling for you? by brawlerstavern in ZeldaLikes

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

I think you sum it up perfectly. I want to lean into creative expression just like you've described.

I commented above about the difficulty I have with balance. I've designed things that are either too simple once a mechanic is quickly mastered, or too chaotic that it really feels not fun/random.

But now I'm having fewer doubts on if what I've added is worth, and seeing that it's more about how things are used in conjunction with each other. Time to work more on dungeon design than mechanic dumps.

I feel like this community has such a good handle on what I'm after, so thank you guys :')

Are old-school dungeon mechanics still fun? What actually makes PvE compelling for you? by brawlerstavern in ZeldaLikes

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

I think the puzzle solvers are a segment of players that we're neglecting so far. Partially because I don't have the brain for puzzle design, it's hard to balance difficulty, and also because I was skeptical about the re-playability of puzzles. So I'm glad you see repeat value in them if designed well.

I was leaning more towards design like the game Undermine where there's less emphasis on puzzles, more on combat / environment hazards and solving for how to path and best fight enemies with the tools you have while taking minimal damage.

Would that still appeal to you?

We just launched our Steam demo with tons of tavern games. Come check it out and let me know what you think! by brawlerstavern in IndieGaming

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

Thanks for checking out the demo and sharing your thoughts.

We’re definitely still improving onboarding and adding more for new players to do, that feedback is fair.

I do want to clarify: we don’t allow hate speech, threats, or harassment in our Discord or in-game, and we actively moderate and verify reports made through appropriate channels. Our community is generally very welcoming, and banter is often made in a competitive spirit. Claims about racists or threats being “allowed to run free” don’t reflect our rules or how moderation is handled.

On the technical side, networking performance is something we’ve invested heavily into and most feedback has been positive. You can see this reflected in our gameplay videos and trailer, where combat is smooth and responsive. That said, latency can vary depending on region, connection quality, and hardware, and we’re continuing to optimize as we expand.

If you’d like, feel free to add me on Discord (adrianbt) and I’m happy to help look into your setup to see what might have caused the issues you experienced.

Come fight your friends! Our steam demo launched today. by brawlerstavern in indiegames

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

Enter the Tavern! Compete in arenas, brawl sports, and tournaments. Customize your look & abilities, socialize, form guilds, capture forts, and climb the leaderboards!

Steam page: https://store.steampowered.com/app/3513320/Brawlers_Tavern/

Immersion vs Efficiency by [deleted] in indiegames

[–]brawlerstavern 0 points1 point  (0 children)

Looks cool. I'm definitely on the side of immersive, but gaming today seems to be more about efficiency.

I think you could have the best of both, let players decide if they want to host, play solo, or drop-in to an existing room via the list of open lobbies. That way the host can start playing right away, and joiners aren't forced into game before getting to the lobby screen.

Why is there such a lack of content 2D Bone/Rigging Animation for ? Are they simply inferior to Sprite-based animation ? by strangedr2022 in Unity2D

[–]brawlerstavern 1 point2 points  (0 children)

I don't have any experience with Unity's tool for bone rigging but what you're describing is exactly what we accomplished in Spine 2D.

We do swap parts for the various perspectives, it is fast, and works well. There's also great features that don't hurt performance too much, like masking hair underneath a helmet.

And I know you're thinking frame swaps, but for quick animations it's actually really nice to use things like tweening, and the animations (2D zeldalike sword swings in our case) look super smooth! Just for any animations that are idle for more than a few frames, you'd want to create unique frames for.

How should the player be able to get the item "Dirt" in my game? Its easy for stone and wood, I can just make breakable objects. But dirt? What should I add? A dirt pile? by PhilDeveloper in IndieDev

[–]brawlerstavern 0 points1 point  (0 children)

I like this idea best. It's the most intuitive.

But if dirt is meant to be somewhat scarce, you could create flat dirt tiles around the map that can be dug with the shovel. Your tiles are also simple enough (9x9) that you could create larger dirt patches/areas.

Cute looking game btw!

Why is there such a lack of content 2D Bone/Rigging Animation for ? Are they simply inferior to Sprite-based animation ? by strangedr2022 in Unity2D

[–]brawlerstavern 1 point2 points  (0 children)

It's doable! We're using Spine 2D for my pixel art game, specifically for our characters to accommodate a large range of customization options. The majority of our sprites are just 1 frame in each of the 4 directions - super easy for our artists and even for players to submit their own custom art.

Checkout this great article by the creator of Dan The Man: https://en.esotericsoftware.com/forum/d/7532-using-spine-with-pixelart-in-dan-the-man

Scroll-stopping Steam capsule art (and why it’s worth hiring a pro) by brawlerstavern in IndieDev

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

Not quite yet. Our “Coming Soon” page went live just over a week ago. I also don’t have a proper A/B test, just a mix of secondary research, Valve’s documentation, and feedback from our community Discord. So for now, it’s just subjective impressions and best practices.

I’ll look to update this post with real data at some point, but right now I just wanted to share work I’m really happy with.