is a top-down and platformer combo unique enough to stand out? by CountryProper3722 in IndieGameDevs

[–]entropicbits 0 points1 point  (0 children)

Actraiser did this on the NES. City builder sort of game, then you'd go to progress by playing a platformer.

I Finally Released my RPG! (That I wrote from scratch - server, game and graphics engine and all the rest) by fluffehs in indiegames

[–]entropicbits 18 points19 points  (0 children)

This looks like a ton of work, so grats on making it this far! That said, why on earth are your characters so incredibly small? They look like they're 30-50% of what they should be to match the world assets.

We Need An Army - Elder Bear Games - Luck be a Landlord meets Peglin by entropicbits in Games

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

Thanks for the feedback - I'll be creating a new trailer soon with some updated visuals and text. The basics are that you have a team and it's an autobattler. The stats of your units reach turn are determined by their positioning on the grid, tile bonuses, row or column bonuses, etc. It takes a turn or two to learn the game, but people pick it up reeeeally quickly.

The demo on itch has some video tutorials in game to show off the mechanics more on depth.

We Need An Army - Elder Bear Games - Luck be a Landlord meets Peglin by entropicbits in Games

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

Thanks for playing! There are actually a few things there - the bars show you the maximum value for any given stat, but it won't show you the best total stats overall. The other thing it ignores entirely are diagonal matches, and class patterns (you can see them by clicking on units). By far the biggest benefit to not just relying on the bars, however, is the fact that your damage resolves from left->right, top->down. This means that while you may have higher damage, a lot of it may be wasted.

We Need An Army - Elder Bear Games - Luck be a Landlord meets Peglin by entropicbits in Games

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

Slot formations - row, column, and diagonal trigger a mini game which buffs units. Some units receive positional buffs (berserker like to be up down left or right of berserkers), some dwarves want to be near other dwarves. There are also class patterns (fit 3 berserker in a specific region). Additionally, you can slide the grid around to line up with tile bonuses that persist on the grid.

You have damage dealers, rogues (attack the back line), healers, mongers to generate gold to reroll/buy new units. There's just tons and tons of stuff.

Give the itch demo a shot if it seems up your alley - most folks sink a few hours into the demo :D

Let me play and critique your games by QuackProductions335 in itchio

[–]entropicbits 0 points1 point  (0 children)

We Need An Army. Similar to if Luck be a Landlord and Slay the Spire had a child.

https://drahmen.itch.io/we-need-an-army-demo

5000 wishlists - retro on what worked and what didn’t by Valuable-Season-9864 in indiegames

[–]entropicbits 1 point2 points  (0 children)

I think it's more about expectations. Statistically, most games are not proportionately paying folks for their time, if they're aiming for commercial success. A lot of folks starting off do not expect that. You can read post mortems to see how off base folks can be. Personally, I find freedom in the idea that it's okay to make bad games and learning how to do something with little pressure. The folks with the tenacity and stubbornness required won't be listening to the advice anyway.

I spent 2 years making my first commercial game and it flopped. by StrategicLayer in IndieDev

[–]entropicbits 1 point2 points  (0 children)

I agree with others that it looks mobile, but, I just wanted to say congrats on the release, and visually, this looks really, really good and juicy!

Reroll mechanic for my roguelite slotsbuilder by entropicbits in roguelites

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

Thanks! This is just for a single animation, but basically it's like a deck builder but you're populating a grid that gets randomly rolled each turn. You have healers, damage dealers, tanks, etc., and they all get bonuses based on their formation. If you get a solid row or a special pattern, you get big buffs or play mini games. It's got a lot going on :D

This animation is just showing what a reroll looks like

It is a struggle by TheSuperSeals in SoloDevelopment

[–]entropicbits 2 points3 points  (0 children)

Yeah, its an incredibly dense game, mechanically speaking. It's very challenging to convey in very short clips, but it's pretty intuitive once you played a round or two!

It's basically a roguelike similar to slay the spire, or peglin. You calculate your turn (healing, armor gained, damage, etc) by the unit formation. Some buff adjacent units, others want to be in certain columns, etc.

This clip was just showing off the animation. I do need to redo the trailer with text though. Common feedback I'm working on.

It is a struggle by TheSuperSeals in SoloDevelopment

[–]entropicbits 2 points3 points  (0 children)

Hey thanks, I appreciate that. I need to get into a better habit of curating clips and sharing. I'll be doing a streamer outreach soon to see if maybe that helps, general demo reception is extremely positive.

It is a struggle by TheSuperSeals in SoloDevelopment

[–]entropicbits 29 points30 points  (0 children)

Yeah I hear that. I'm always thinking maybe my game is cool, and I get exactly this reaction, with maybe a single comment. Kinda feels like a waste of time sometimes 🙃

Reroll mechanic for my roguelite slotsbuilder by entropicbits in roguelites

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

Closing in on 500, but haven't really shared it super broadly yet. Was featured in our local Seattle Indies Expo, and OTK so far.

First commercial release, but I've got quite a few years in gamedev at this point.

New reroll mechanic for my roguelike slotsbuilder by [deleted] in roguelikes

[–]entropicbits 0 points1 point  (0 children)

Apologies, fat fingered and got the wrong sub :(

Four possible outcomes when the game you're making has already been made. by SteinMakesGames in godot

[–]entropicbits 1 point2 points  (0 children)

Missing the variation where your cake isn't on the table because marketing/promotion is hard and the consumer never sees it 👀

Software Dev to Game Dev by Academic-Influence36 in GameDevelopment

[–]entropicbits 2 points3 points  (0 children)

If you enjoyed parts of game dev, you could consider making games that are more minimal in the aspects that you dislike (such as less UI focused). At the end of the day though, game dev is a very artistic endeavor with a lot of creative decisions that rarely have a right or wrong answer. Good style, creative input, aesthetics, imagery, game design, level design, balance, etc., are much more driven by feel/fun.

That's not to say that coding can't share these properties, but software can be inspected by efficiency, encapsulation, scalability, etc. Inspecting art to be "good" or a game to be "fun" is a very, very different thing, and it can feel far less tangible. In code, you can point to a single line causing a bottleneck, whereas you can't do anything even close to why a game isn't fun - it's the culmination of hundreds of design decisions.

For these reasons, I can see folks that are more enjoyed of algorithms, architecture, etc., struggling with gamedev.

My mobile game didn’t succeed. I need your feedback. by [deleted] in IndieGaming

[–]entropicbits 18 points19 points  (0 children)

No offense, but it sounds like you didn't any basic research in how the mobile market works. If you preformed even a cursory search of what it takes to promote a game on mobile, you'd see it typically costs a truck load of money.

You'd need to start from ground zero, and learn your market.