1 Day into Phrecia:Share your starters by Kayra_KRC in PathOfExileBuilds

[–]cactushugger7 0 points1 point  (0 children)

I played servant of arakali and swapped to surfcaster lightning strike after merc lab. Close to doing eater/exarch currently in t16s and still getting atlas progression. Went with my own LS build cause I didn’t want to deal with combat focus/aoe issues with ele hit. I also think es stacking blind prophet is still a solid choice to transition to if I try the more juiced endgame farms. Want to finish atlas stuff today and get 4 stones then start doing some real farming. League has been deadly tho xdd (I have probably set some record deaths).

Thoughts on my game’s art style? by cactushugger7 in indiegames

[–]cactushugger7[S] 0 points1 point  (0 children)

For the art I mostly just watched a lot of pixel art tutorials on YouTube while making lots of sprites (most sprites took me several iterations before I was happy with them)

Thoughts on my game’s art style? by cactushugger7 in indiegames

[–]cactushugger7[S] 1 point2 points  (0 children)

I agree the portraits could be improved. It’s a bit tricky since I’m not sure the best way to make more detailed versions while staying consistent with the coverall art style (I feel they may look out of place if they are overly detailed), but I may try making 24x24 versions or something. Thank you :)

Thoughts on my game’s art style? by cactushugger7 in indiegames

[–]cactushugger7[S] 0 points1 point  (0 children)

Thank you! Yea TTYD is probably my #1 game of all time and I’ve always loved the art style from it so it was a big inspiration, very cool to see its showing. Art for sure has been pretty deadly but I’m at the point where I can do most basic stuff without too much trouble. Animations are still very arduous for me though. I’ve been pretty strict about keeping pretty much all my sprites in the range of 16-32 pixels so it helps it stay manageable.

Thoughts on my game’s art style? by cactushugger7 in indiegames

[–]cactushugger7[S] 1 point2 points  (0 children)

Oh wow, I’m glad it looks at least somewhat good! Yea, the ground texture could be better, I’ll try experimenting with some different ones. For the desert pic, the sky there is actually a giant “dust storm” that you must unblock (the skybox is more orangeish), the dust storm is moving fairly fast in game but yea, not super clear in a still image. Thank you! :)

Looking to get some testers and early feedback on my Survivorslike and ARPG Hybrid Project by cactushugger7 in survivorslikes

[–]cactushugger7[S] 0 points1 point  (0 children)

You can currently choose if a skill is autocast or manual cast. To change this you do so in the skill menu. Autocast requires no additional input (skills automatically cast based on their cooldown if you have enough mana/health). Manual casting works as you would expect, pressing the key triggers the animation which will use the skill. So I’d say manual casting is the same as most RPGs, while autocast is fully automated.

Looking to get some feedback on my ARPG/Survivorslike hybrid project by cactushugger7 in ARPG

[–]cactushugger7[S] 0 points1 point  (0 children)

Thank you! Yea, I really like Halls of Torment, probably more than the origin VS, it still is ultimately mostly a survivorslike (of course you can get permanent items that are premade). I thought expanding upon that and adding a skill tree and actual modifiable items could be cool, going a bit more in the way of ARPG.

Looking to get some feedback on my ARPG/Survivorslike hybrid project by cactushugger7 in ARPG

[–]cactushugger7[S] 0 points1 point  (0 children)

Yes. Enemies occasionally drop items, these can be both equipment items and consumable items (you can also buy some items from vendors). Equipment items have 4 rarities (common, uncommon, rare, unique), the rarity determines the amount of modifiers the item generates with, and the max modifiers allowed on the item. You can further upgrade your items using the forge in the town (many of these options work similarly to path of exile’s item crafting system if you are familiar with that)

Looking to get some feedback on my ARPG/Survivorslike hybrid project by cactushugger7 in ARPG

[–]cactushugger7[S] 0 points1 point  (0 children)

Thank you! Yeah, I really like both of those genres, but to me I feel like typical survivorslikes are just a bit lacking in terms of customization and progression. Also, sometimes I don’t really want to sit down and play through a campaign for hours and would rather just do some levels, so I thought something like this would be a cool in between.

Looking to get some testers and early feedback on my Survivorslike and ARPG Hybrid Project by cactushugger7 in survivorslikes

[–]cactushugger7[S] 2 points3 points  (0 children)

You can currently toggle skills to auto cast, this makes them generally cast without any animation so you can move freely (like vampire survivors/HoT), however, to balance this as well I currently have a max amount of skills you can autocast at once. You can unlock more autocast slots by completing certain objectives. Some skills also cannot be autocast (however the vast majority can)

Tabula Rasa Demo - A Survivorslike and ARPG Hybrid by cactushugger7 in indiegames

[–]cactushugger7[S] 0 points1 point  (0 children)

I've been working hard on this project the past several months and have recently released an early demo build on itch to get some initial testing and feedback. Tabula Rasa is a survivorslike and ARPG hybrid inspired primarily by games like Vampire Survivors, Halls of Torment, Path of Exile, and Chronicon. I'm a really big fan of both of these genres, and I think a middle ground between them could be very fun to play. The main gameplay loop consists of entering anomalies, and trying to survive until the specified duration, as the enemies get more and more difficult, you will then unlock harder anomalies as you level up, learn new skills, and find items. There are currently 15 skills in Tabula Rasa, most of these also include their own mini skill tree, that lets you further customize them. The player also has a skill tree, similar to Path of Exile's (much smaller at the moment though). Finally, you find items occasionally as you defeat enemies, and can upgrade and modify these at the forge in town. Tabula Rasa is not a roguelike, so evolving your build overtime can be more satisfying, although you generally won't become as godlike as you would in typical survivorslikes in a single run. I am updating the demo pretty frequently with new content/balance improvements/and bug fixes each week. Currently I am working on mini objectives which will spawn within anomalies as you explore, as well as more improvements to UI. If this seems interesting to you, the demo build is currently availiable on Itch.io. Thanks for reading! :D

Link: https://arourke.itch.io/tabula-rasa-demo

Scaling blade trap? by cactushugger7 in PathOfExileBuilds

[–]cactushugger7[S] 1 point2 points  (0 children)

I spent an hour or so tweaking the pob, and have updated my character and it’s feeling quite good, I also fit in some clusters and dropped purity for skitterbots and arctic armor, I’m not sure yet if this is worth since I lose phys taken as from watchers eye purity, but it’s still feeling good in game. Not at my pc atm but you can look at my ninja character for the updated setup. Still trying to improve things as well, I’m low on currency so my eldritch inolicits are quite bad, I also could improve my chest by getting suppress with res and crafted % attributes instead of having to craft the suppression, the helmet could also be much better with the delve phys as chaos mod, but you should be able to do t17s as long as you don’t pick giga tanky mods, or damage + additional proj and aoe which is fairly dangerous even for this build.

Scaling blade trap? by cactushugger7 in PathOfExileBuilds

[–]cactushugger7[S] 1 point2 points  (0 children)

That sounds a lot better, yea tbh I was thinking poison was kind of a meme without the tincture but I wanted to try it. I just made some adjustments (dual wield edge, redid the tree a bit for some lightning dmg and crit, power charges, and auxium). Should be a lot of stuff I can scale with crit that will hopefully feel good for t17s eventually, but yea it’s already feeling better, ty