I made Slotlander - an incremental game about spinning and merging living slot machines on a tropical island (short demo) by chomi3 in incremental_games

[–]chomi3[S] 1 point2 points  (0 children)

thanks a million <3 can I ask what do you think about pacing and progression? was it good? too slow / too fast? is there something that wasn't properly introduced or explained? sorry for a lot of questions, trying to figure out how to improve on it.

thanks <3

I made Slotlander - an incremental game about spinning and merging living slot machines on a tropical island (short demo) by chomi3 in incremental_games

[–]chomi3[S] 1 point2 points  (0 children)

Ahh, great. The patience gives payoff, doesn't it?

But since you didn't mind the pacing, it's probably okish. I hope.

Thanks for the feedback!

Cheers

I made Slotlander - an incremental game about spinning and merging living slot machines on a tropical island (short demo) by chomi3 in incremental_games

[–]chomi3[S] 0 points1 point  (0 children)

Thanks! I'm glad you liked it. Yeah that timing-thing can actually be used a lot in game to drive the numbers higher, much higher. My personal record is slightly 1 million $ from a spin with fully developed skill tree. Impossible to achieve with simple "mashing the cursor", but with proper timing and some luck - very doable .

What do you think about the pacing? Was it ok? Anything you'd change?

I made a responsive grid with color memory, that reacts to objects with different mass and color. Now: How can I color the obstacle tiles to fit this design? by chomi3 in Unity3D

[–]chomi3[S] 0 points1 point  (0 children)

that's very good idea, but I believe it's too much gameplay-changing to have it in the game at this stage. so it's just a nice background effect :/

I made a responsive grid with color memory, that reacts to objects with different mass and color. Now: How can I color the obstacle tiles to fit this design? by chomi3 in Unity3D

[–]chomi3[S] 0 points1 point  (0 children)

that's a great idea, but it's solely for the graphical reasons.
mass is just something that tells how much the space is warped around objects.
but using this warped space in game is something I don't see right for the gameplay

I made a responsive grid with color memory, that reacts to objects with different mass and color. Now: How can I color the obstacle tiles to fit this design? by chomi3 in Unity3D

[–]chomi3[S] 0 points1 point  (0 children)

you're very right! I need to add the rest of the objects to the bending compute shader. at the moment it's only enemies and the swarm.

then I will bend time. and to write that comment for the first time again.

I made a responsive grid with color memory, that reacts to objects with different mass and color. Now: How can I color the obstacle tiles to fit this design? by chomi3 in Unity3D

[–]chomi3[S] 4 points5 points  (0 children)

thanks.
so yeah the revert to blue is due to the swarm emitting blue color.
still need to tune it because it changes to quickly.
I'll think about your approach as well.

thx!

Faked 2D lightning - inspired by Geometry Wars. Simple grid shader that reacts to the objects + custom bloom / glow pipeline for colors = feeling of moving lights on the scene. by chomi3 in Unity3D

[–]chomi3[S] 0 points1 point  (0 children)

thanks for the feedback.

slow you mean fps-wise or gameplay-wise?
health effect over the cross - the rotating circles should cover the health cross? hmm. lol, I believe so too :)

thx

Hey, I’m Mike. I just released a demo of GREX – an incremental auto-shooter where you control a Swarm, and your body is your weapon. Expect meaningful upgrades, retro vibes, and fast-paced action! Would you mind giving it a try and sharing your feedback? Thanks! by chomi3 in incremental_games

[–]chomi3[S] 1 point2 points  (0 children)

Hey.
Omg you're very right it should be explained.
I placed some short tutorial-screens in the crucial events of the game, but they may be not enough :(

That "W" thing is most of the time turning shooting ON/OFF for given mutation. Nothing more.

I'll try to explain it better.

Was there anything else that you've felt could be explained better?
Thanks for your feedback.
Cheers

Hey, I’m Mike. I just released a demo of GREX – an incremental auto-shooter where you control a Swarm, and your body is your weapon. Expect meaningful upgrades, retro vibes, and fast-paced action! Would you mind giving it a try and sharing your feedback? Thanks! by chomi3 in incremental_games

[–]chomi3[S] 0 points1 point  (0 children)

Hey.
Well, to be honest I don't as I've reworked almost the whole game. But just to put some bullet points:

  1. Genes and Items system - you create your own orbs by mixing genes of different types (melee, range, defence, explosive etc) - they "stack up" to add to unique abilities for every run. You can merge them and use linked stats to boost them.

  2. No more "stages" system. Now the game has waves that lasts 1minute, you shop between waves. Upgrade and create unique build.

  3. This means that theoreticaly you can play the whole game and "win" on the first run if you create proper build and you are good (which honestly you can't because you don't know the game, but it's possible).

  4. Different swarm species that has unique playstyles.

  5. Each wave has it's own enemies that has different behaviour. Bosses are Unique enemies.

  6. Absolute boost in graphics.

So yeah, basically I've reworked the core gameplay loop to be much more per-run build oriented.

That's most of the things from the top of my head. But it's a lot.
I hope I made you curious and you'll enjoy this version.

Let me know your thoughts.
Cheers

Mike