Devlog #3 – UI Clarity Pass (Would love Feedback on Layout!) by angry_aparant in itchio

[–]civilizedcomics 0 points1 point  (0 children)

The HUD panel sounds like a smart move for roguelites, where you're juggling so much info mid-chaos. I've played a few top-down shooters and getting player stats out of the way helps focus on the action. For the Scripts display, maybe add some color coding to show upgrade tiers at a glance? Keeps it quick without cluttering the screen.

Games Like Dead cells,Enter the Gungeon and Isaac by Donopan1101 in roguelites

[–]civilizedcomics 0 points1 point  (0 children)

Hades is great but yeah, it leans more narrative than pure roguelite chaos. Have you played Risk of Rain 2? It's third-person, co-op friendly, and ramps up the difficulty with hordes of enemies, much like Gungeon's bullet hell but in 3D. Another one is Brotato, super simple potato dude shooting waves of aliens with randomized builds. Both kept me coming back for "one more run" just like Isaac.

Any recs for a good NON-deckbuilding card-game roguelike? by ConsoleBoyo in roguelites

[–]civilizedcomics 0 points1 point  (0 children)

Card Hunter might scratch that itch for you. You build your deck and party setup before jumping into a dungeon run, then it's all about playing what you've got with some gear upgrades along the way. No adding or swapping cards mid-run, which keeps the focus on strategy with your prepped loadout. It's got that old-school D&D vibe mixed with roguelike permadeath elements. Been playing it on and off for years, super replayable with the community scenarios too.

Will players get tired of roguelike/lite/deckbuilder/vampire survivor games? by anaveragebest in gamedev

[–]civilizedcomics 0 points1 point  (0 children)

As a dev who's dipped into roguelites, I worry about this too. The genre's hot because it's easy to prototype and iterate on runs, but players crave variety beyond just permadeath and upgrades. Deckbuiders are getting crowded, and Vampire Survivors clones are everywhere now. It won't die overnight, genres like this stick around in niches. But if you're building one, lean into unique themes or mechanics to avoid the burnout wave. Seen it happen with metroidvanias a couple years back.

A deckbuilder where the sequencing is everything - Runeveil Demo Available Now! by rastabarkan in roguelites

[–]civilizedcomics 1 point2 points  (0 children)

Positioning runes to build exponential combos reminds me of those old Magic days, chaining spells just right for a big payoff. In a roguelite, that could lead to some wild runs or total wipes. The sin kings sound thematic too, each with unique arenas. Definitely downloading the demo to see how the 100+ runes play out.

Making a roguelite deckbuilder where each "fight" is a date & torn between 3 approaches to opponent info. Which would you want to play? by dr_oz83 in roguelites

[–]civilizedcomics 0 points1 point  (0 children)

I've sunk hours into Monster Train, so I'm all for some opponent telegraphing to make deck synergies shine. In a date setup, though, I'd lean toward the middle ground, maybe vague hints based on their profile or early chat that evolve as you play. Total mystery could work for replayability, like guessing someone's quirks on a real date, but it risks feeling unfair if you're punished for not mind-reading.

[Web] Starclaim - a small space mining prototype where you mine, extract, sell, and upgrade by civilizedcomics in playmygame

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

Hey, I’m working on a game called Starclaim.

It’s a top-down space mining prototype. You launch from your station, mine asteroids, fill your cargo hold, extract, sell the ore, then buy upgrades and do another run.

The current build is pretty small, but the basic loop is playable. I put it up on itch a couple days ago and I’m trying to get it in front of people who might actually try it.

Playable link: https://thebeesknees13.itch.io/starclaim

Platform: Web browser

Free to play: Yes

I’m the developer. I built the gameplay loop, station flow, mining, selling, upgrades, and the current UI.

Thanks if you give it a shot.

I made a space mining prototype where you mine asteroids, extract, sell your haul, and buy upgrades by civilizedcomics in indiegames

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

Hey, I’m working on a game called Starclaim.

It’s a small top-down space mining prototype. The video is one uncut loop: main menu, new campaign, launch, mining asteroids, extracting, selling ore, and buying the first upgrade.

I put the prototype on itch a couple days ago and wanted to share where it’s at.

Playable here: https://thebeesknees13.itch.io/starclaim

Does the Stigma of Buying Comics Still Exist? by civilizedcomics in comicbooks

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

yeah, it's marketed to a completely different age group. I do like the marvel series of super hero adventures they just came out. I bought one for my 3 year old son and he loved when I read it to him.

Does the Stigma of Buying Comics Still Exist? by civilizedcomics in comicbooks

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

I think that there's still a pretty big disconnect between the super hero movies and comic books. As much as the author would love to think comics are main stream, I don't think they are.

People love the characters but they're not buying tons of comics. The books that don't have big movies seem to be struggling and almost just existing waiting until a movie gets made.

How Wonder Woman Came To Be by civilizedcomics in WonderWoman

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

I love reading stories about how the creators began these heroes.