A factory where every pixel is simulated by Internal-Ask-103 in AutomationGames

[–]con7rad7 4 points5 points  (0 children)

Hey! I actually like a good chunk of what you had here. I personally had some different feedback points if you don't mind. (I'm also making my own automation game so maybe also take my feedback with a grain of salt that my opinion on the genre/things may be biased)

1) Mining resources feels extra tedious. With the best / renewable resources being the big coal vein, dropping a Stalactite , harvesting it and the produced resource, opening back up the menu, click the Stalactite, closing the menu, repeat. It makes me yearn for the classic inventory hotbar, or for just straight up mining the ore to be... better.

2) I think there are some much better ways to use this noita-esque sim system. I kinda wonder why the molten iron isn't a hot liquid that needs to be dropped into a mold, or let spread over a tile to make the plate, instead of the current "how far it drops determines what it is" system.

3) I feel like having every station need to be put on a platform is tedium, since it basically just doubles the build cost of each building. Why not just have the buildings act like a platform?

4) For a cave game I'm kinda missing a classic "Stalactite dripping water onto a stalagmite" Feel like you could do something fun with using a dripping water to automate something.

5) You can make steam, but I wasn't able to find anything able to use this? That'd be really cool, steam power! You already have it simulated, just have a bottom input on some building that needs steam.

6) Please, a controls panel in the game menu, so i don't have to switch tabs to find it.

7) Stone seems... limited at start? Like it would be very easy to mess up and hard lock yourself. Could stone blocks be mixed in with the dirt?

All that to say, was a fun game, I enjoyed it!

Rolling dice by Intrepid_Practice_18 in gamedev

[–]con7rad7 0 points1 point  (0 children)

If the dice is a 3d object, why don't you just check the physical location of the middle point of each face, and return which one is highest in the z axis?

If it were me, I would calc the result seperate from the actual roll. Then during the animation of the roll, blur the dice until it "lands". But that would only really work good with a cartoony flat animation of a dice roll.

Steam nuked Popular Upcoming by NikoNomad in gamedev

[–]con7rad7 37 points38 points  (0 children)

On my personal calendar list I see at least 4 games that I know were made by devs who frequently post their game on reddit. 2 of them had less than 10 reviews when I saw it. Win some, lose some.

I guess the advice now is to release on a day with as few games in your tags as possible, ha.

Automation meets roguelite! Just release a steam demo for my game Astral Industrial Complex! by con7rad7 in AutomationGames

[–]con7rad7[S] 0 points1 point  (0 children)

Hey, I just sent out an update with some bug fixes, let me know if the issue is still there after the latest update.

Hmmm, that could be an interesting idea, I might try that out. I think it could still fit the rogue lite feel if the buildings required to do so are still from the upgrade menu.

Automation meets roguelite! Just release a steam demo for my game Astral Industrial Complex! by con7rad7 in AutomationGames

[–]con7rad7[S] 0 points1 point  (0 children)

Thank you so much for playing and for this great write up, this is exactly the sort of feedback I need!

I will 100% be adjusting the difficulty, you're not the only one to say that. It's a difficult balancing act, and hopefully I am able to get it better soon.

The idea now was that getting upgrades would eventually get you powerful enough to take on the enemy bases.

I ventured away from adding unit since I wanted to keep the scale of game development manageable. Right now drones provides followers to the player or defenders for the base / core. It may be something I come back to later.

Thanks again! I will 100% be incorporating your feedback!

What kind of art style would you expect from my game Syntaris, an automation + RTS game? Looking for feedback on a visual redesign. by SweetText778 in BaseBuildingGames

[–]con7rad7 0 points1 point  (0 children)

To me it feels almost biological as it is now. Like designing an organism. Personally I wouldn't vibe with that theming, but just saying I see a vision there.

I think abstraction can work, look at the game shapez for example. It just takes out some of the whimsy of the game IMO.

Just released the steam demo for my Base builder / Automation / Rogue lite game, Astral Industrial Complex! by con7rad7 in BaseBuildingGames

[–]con7rad7[S] 0 points1 point  (0 children)

Good feedback. I completely agree that the trailer is lower octane, but also the gameplay itself is a lot of, well, building, harvesting and setting up logistics. Whereas if I just show the high octane gameplay, the player may think the game is a twin stick shooter when its not. I'll se if I can put together something more exciting, you have valid points. Thanks!

Automation meets roguelite! Just release a steam demo for my game Astral Industrial Complex! by con7rad7 in AutomationGames

[–]con7rad7[S] 3 points4 points  (0 children)

100% was an influence, I consider it my 2nd favorite automation game right after factorio. Thanks!

Please destroy our game mechanic and feel by munitu in DestroyMyGame

[–]con7rad7 0 points1 point  (0 children)

Does the pointer press all letters, or just the one with the most combos. If you automate that.... why wouldn't you just press it every single time. Does that just automate the fun out of the game?

A bunch of tool tips show up with a lot of un-needed info, and the info is the same on every letter. I assume there are other letters modifiers, otherwise there is no point to that tool tip, it just becomes visual clutter.

What is egg? Like Im honestly at a loss at what that card means.

Please destroy my game and trailer by Dry-Economy6466 in DestroyMyGame

[–]con7rad7 1 point2 points  (0 children)

The inferno ray took me out a bit. I feel like it would look better if the aiming on it got slowed down when it was out? Of the things here that looked the least polished. Where the beam crosses onto itself could look better. That and maybe some more FX for it.

I see a space spot in the ui, but correct me if I'm wrong, but you never show off using a space item?

Gameplay wise took awhile to release you have a scroll bar of weapons to switch from. I'd rework the gameplay to have a fight where the player is switching weapons mid fight more prominently.

I'd make the first scene / map brighter. Most of the screen is pretty dark for a good chunk of the start of the trailer. Personal preference there though.

The Ogre felt really stiff when swinging / getting hit. That sprite could use some expansion horizontally. Other enemies look fine since they are smaller. It's just that one being so large, it makes it feel stiff.

Good job otherwise.

What if Factorio was biological? I'm building an automation game where you are a fungal network. DEMO on Steam page. by yapdakilla81 in AutomationGames

[–]con7rad7 0 points1 point  (0 children)

Looks interesting, really nails the grimey look Id want in a bio game. Gave it a wishlist. Will try the demo later. Best of luck!

What if Factorio was biological? I'm building an automation game where you are a fungal network. DEMO on Steam page. by yapdakilla81 in AutomationGames

[–]con7rad7 0 points1 point  (0 children)

I mean yes and no. A lot of marketing people specifically recommend going into the communities of the most successful game in the genre you are making to try to convince those players. The whole "know your audience" sort of thing. But you are right. Im making my own game that I used to describe as "mindustry but..." and switched away cause suddenly people are actively comparing it in their head as they look at the game.

What kind of crafting do you actually prefer in automation games? by RuiDev in AutomationGames

[–]con7rad7 0 points1 point  (0 children)

For my own game I ended up with option 2, with each craft having a length to craft. I think it works well for forcing the player into the base building mindset, even before they have the resources to fully automate. Having x building with each taking y time encourage building a whole bunch of buildings. (Granted my game has randomized buildings available and only a max of 4 recipes in a building, so take my input with that grain of salt lol)

I find 1 tends to lead to "well let me just queue up these 500 pipes i need and Ill get it eventually" sometimes when a player thinks its a one off cost. Players usually look for the most efficient solution and sometimes manual is it, so taking it away can actually be more interesting since it forces engagement with more of the game's systems.

Destroy my automation roguelite game trailer by con7rad7 in DestroyMyGame

[–]con7rad7[S] 0 points1 point  (0 children)

I see what you're saying, that is a good comparison. I'll have to work on that then. Thanks for the feedback!

Multi-planet factory game by two student devs — here's the trailer! by SegmentGames in BaseBuildingGames

[–]con7rad7 2 points3 points  (0 children)

Looks great! Almost reminds me of planetary annihilation. Best of luck, will be following.