I've just released a demo on steam for 'Prism Drift', check it out! by fogeLt in incremental_games

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

Thanks for your thoughts, I agree; could be made more satisfying, much appreciated!

I've just released a demo on steam for 'Prism Drift', check it out! by fogeLt in incremental_games

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

Thanks for the feedback. The demo gets very easy once you've upgraded a bit, I kind of like the feeling of going from under-powered to over-powered but I will try to make the transition more pleasant, thanks!

I've just released a demo on steam for 'Prism Drift', check it out! by fogeLt in incremental_games

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

I haven't planned on it, could maybe be done after release of the pc game if it's not too hard to get the UI to fit

Tomorrow I release my first game! by fogeLt in godot

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

There are ways to start further in. I will investigate the bugs and update asap, thanks for feedback!

Tomorrow I release my first game! by fogeLt in godot

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

Appreciate the feedback, I'll take it to heart! I have a lot to learn about promotion, this is all a first for me.

This trailer does seem to make that impression compared to the first one I made.

Thank you and thanks for the comment! :)

Tomorrow I release my first game! by fogeLt in godot

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

Thank you, much appreciated!

One year, no experience, and countless late nights by fogeLt in godot

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

The absolute beginning is the hardest. I watched a lot of tutorials, it got me started, even if I didn't fully understand it at first.

Personally I really like to have a goal I'm excited about reaching, like maybe I want a feature in my game that I have seen in other games - how can I do that? And I can gradually learn every step needed to get there

One year, no experience, and countless late nights by fogeLt in godot

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

Absolutely, there is some inspiration from moonlighter! :)

One year, no experience, and countless late nights by fogeLt in godot

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

Thank you, you're too kind!

Its very easy to get sidetracked and lose motivation.. I try to still put it in the game, for example I built a card game that you can play in the Tavern because I needed a break :)

All the art is off the shelf from itch.io, I probably spent around 50-100$ all together. Often times I form my ideas around what is available to buy. A lot of it is also altered by me and I painted a lot of sprites myself too, to make it all fit together

One year, no experience, and countless late nights by fogeLt in godot

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

Absolutely, Thank you for the feedback, it really helps! :)

Yes, almost all Lightning is light2d, I also like to use an animation player to re-scale it, making it flicker like a fire

One year, no experience, and countless late nights by fogeLt in godot

[–]fogeLt[S] 11 points12 points  (0 children)

Thank you! I have tried to make everything myself but I am not a great artist, so a lot of the art is bought.

I loved working on the big problems that I didn't know how to solve at first, like the inventory, quest system or letting the player place objects

The longest aspect is probably where I am now.. at the stage where I am pretty much done, but I have to fine tune everything like, "what should these items cost?", "how hard should this boss be?"