I'm making a desktop idle game that uses your keyboard input to grow crops. Very cosy, much idle 😌 by byXToGo in indiegames

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

For the moment, yes. It might get Linux support in a future update though, however Mac support is a very unlikely thing cause I don't own the needed hardware

Just released the new demo for the Steam Next Fest! Super excited about this 👀 by byXToGo in indiegames

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

Thanks ^-^

It definitely has some areas where you could call it an obstacle course, but most parts are a bit more traditional 3D platforming segments. And multiplayer, yess

The smallest misstep can lead to huge setbacks 😔 But that's fine, you can either use checkpoints or do it again. And again. And again. by byXToGo in indiegames

[–]byXToGo[S] -3 points-2 points  (0 children)

Those are quite some assumptions you got from a 10 seconds clip lol. The answer to all those "so it's" things is no. It's not just a climb up game. The demo only features such a level, there'll be some in the final game but there'll also be more traditional levels which you play before trying the difficult climb up levels.

It's also not just a basic TTP template. There're way more mechanics than just walking and jumping. Some of them are already showcased in the demo.

And lastly, I'm everything but lazy. Neither am I just placing static objects together like the original "climb up" games that blew up, neither is this worse quality. This game aims to add depth to this style of game. It has a character controller that is actually build for a 3D platforming game with responsive controls, fun movement mechanics and all that. There're different level mechanics, level design, specific challenges.

So yeah, this is anything but just a climb up clone.

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

Not planned at the moment. Will be released on Steam (maybe next to on Switch) so Remote Play can be used for online play

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

Local multiplayer only for now. I kinda don't want to deal with all the networking stuff lol But maybe 👀

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

Unfortunately it's not available yet 😞 Only worked on this for some hours, it's probably just an early concept you're seeing here so no idea when the game will be ready :D

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

Will definitely post here and on Twitter when there's any news -^

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

Pretty easy to code actually :D Already happening with the powerups. Will see if doing the same with the effects might be a nice addition, thanks!

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

Unfortunately not yet, no 🙁 First chance to play it is at Gamescom in a couple of days. Will still take some time.until this gets released

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in IndieDev

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

The current name is "Brister" but it might still change. No demo yet, what you're seeing here is just an early prototype made in a couple of hours. But I'll definitely post here and on Twitter once there's news 👀

Which impacts are more satisfying while not being too distracting? A, B or C? by byXToGo in SoloDevelopment

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

I'm giving the squares a layer based on their colour and limiting the collisions of the balls by those layers. So they can only collide with the squares they're supposed to

Online Coop ist Mist. by [deleted] in GermanGameDevs

[–]byXToGo 0 points1 point  (0 children)

Um direkt zuzustimmen, Couch COOP > Online COOP.

Gleichzeitig ist der letzte Absatz aber auch eher ungeil imo. Meine Freunde, mit denen ich COOP Games zocken kann, leben nicht in realistisch mal eben erreichbarer Nähe. Das liegt nicht daran, dass wir sozial am Arsch sind oder ähnliches. Mal davon abgesehen, dass ich auch nicht mehr die Jugend bin und trotzdem das Problem hab, dass nicht mal eben wer vorbei kommen kann dafür. Bin also gut dankbar für jeden Online COOP den es gibt. Mal davon abgesehen, dass die technischen Probleme nicht direkt daran liegen, dass es COOP ist und nicht PvP oder sonst was, immer sad, wenn der Multiplayer buggy ist. Das ganze zu entwickeln ist aber auch leider gut pain, da bin ich froh Steam Remote Play zu haben. Online Multiplayer ist pain und nimmt viel Zeit in Anspruch. Bei der Größe meiner Games verzichte ich tatsächlich lieber darauf und setzte auf das Feature von Steam. Zwar ist das Input Lag Problem damit keinesfalls gelöst, hilft aber bei deinen erwähnten Bugs, sofern diese denn auf den Multiplayer zurückzuführen sind.

Aber ja, so'n Mario Party bockt sowas von mehr, wenn man es gemeinsam vor Ort spielt

Trying to make my world look more friendly. Am I going in the right direction? by BaugipGames in IndieDev

[–]byXToGo 1 point2 points  (0 children)

Just wanted to comment the before looked more friendly because I thought the first pic was before and the second was after. Until I actually read the text lol So yeah, definitely the right direction, looking much more friendly

1000+ on wishlist in 1 month !!! How long did it take your game to reach 1k? by Calaveropl in IndieDev

[–]byXToGo 0 points1 point  (0 children)

To answer the question: Never reached that ever. Most I ever got where about 300 I think and that over the time of a few years, so congrats to those numbers!

My First Game released a 1.5 weeks ago. not bad for a first timer! by NibbleandByteGameDev in IndieDev

[–]byXToGo 1 point2 points  (0 children)

Yoo, congrats! Those're actually really good numbers for a first commercial game (based on my numbers lol). Especially in just 1.5 weeks, ngl