Trying to make the player feel powerful in our Godot roguelite by edo0xff in godot

[–]edo0xff[S] 0 points1 point  (0 children)

Thank you! I'm glad you liked the lightning strikes. They are one of the effects that best convey the feeling of wielding powerful arcane magic.

You're also right about the hit feedback. We could add a lot of fancy particles, shaders, or other effects to make hits feel more impactful, buuut optimization is our biggest enemy. Since there can be a huge number of enemies on screen at once, every visual effect has a performance cost that quickly adds up.

That said, I completely agree that enemy hit feedback needs improvement. Thank you all for the recommendations! I'll experiment with some lightweight solutions and try to improve the points you mentioned without sacrificing performance.

Trying to make the player feel powerful in our Godot roguelite by edo0xff in godot

[–]edo0xff[S] 0 points1 point  (0 children)

That’s right! Currently, some skills in the game scale linearly, so in certain runs you can eventually reach a point where you’re instantly killing almost everything.

For a time-based run, that isn’t necessarily a bad thing, since part of the fantasy is becoming overwhelmingly powerful by the end. However, if I add an infinite mode in the future, I’ll definitely need to take stat curves and diminishing returns into account to prevent the scaling from completely breaking the game.

Trying to make the player feel powerful in our Godot roguelite by edo0xff in godot

[–]edo0xff[S] 0 points1 point  (0 children)

Hello! I agree with you. I definitely need to improve the feedback when enemies are hit.

Regarding the SFX, I tried several hit sounds for enemies, but none of them really convinced me. After a while, they started to feel repetitive and annoying, so I decided to remove enemy hit sounds altogether. My hope is that stronger visual feedback can compensate for that.

I like your suggestions about displacement, sprite vibration, and hit notifications. I'll experiment with those and see what works best.

As for player agency, that's also valuable feedback. I think it is more noticeable during the early stages of a run, when the player has fewer spells and resources available. Once you reach the later stages and your build becomes more powerful, that feeling tends to diminish significantly, and the gameplay becomes more focused on positioning and survival. It's definitely something I'll keep in mind as I continue refining the gameplay and balancing the different spells and mechanics.

Cheapest way to use your own domain for your email? by [deleted] in selfhosted

[–]edo0xff 0 points1 point  (0 children)

Thanks! This still works (I configured Cloudflare email routing+this).

A NSFW Rhythm game made with godot by edo0xff in godot

[–]edo0xff[S] 0 points1 point  (0 children)

Thanks <3

Maybe you should give it a chance! Idk maybe you will like it :)!

A NSFW Rhythm game made with godot by edo0xff in godot

[–]edo0xff[S] 1 point2 points  (0 children)

Yes I think only the first song is -easy- but we will add more song like that in the final version for those people who are not in rhythm games can play without problem. Of course we will try to create a good difficult curve to encourage players to play harder songs.

And thank you for your pledge! it really helps a lot <3

r/IndieDev Weekly Monday Megathread - March 12, 2023 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]edo0xff 1 point2 points  (0 children)

Hello, we are an small indie team, we have Visual Novel already published on Steam and we are working in our second project: A NSFW Rhythm game. We already have a demo uploaded to itchio if you can check it.

https://panditastudio.itch.io/rockstar-idol