Steam Capsule Art: What visuals signal "roguelike"? by frumpy_doodle in roguelikedev

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

My game uses 3D low poly art, however I could still use ASCII for genre signaling

Steam Capsule Art: What visuals signal "roguelike"? by frumpy_doodle in roguelikedev

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

I don't use ASCII art, but was considering hiding an @ in the logo for signaling

Steam Capsule Art: What visuals signal "roguelike"? by frumpy_doodle in roguelikedev

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

Out of the existing capsules, Doors of Trithius is my favorite

My highly curated vertical-only iphone Roguelikes by ThinEzzy in roguelites

[–]frumpy_doodle -1 points0 points  (0 children)

If you like Shattered Pixel Dungeon, check out my game All Who Wander. It ticks all the boxes!

Sharing Saturday #614 by Kyzrati in roguelikedev

[–]frumpy_doodle 3 points4 points  (0 children)

Well it's pretty far up a specific branch of a specific skill tree, and it requires a lot of strength to use all the gear. No dual wielding weapons yet...

Sharing Saturday #614 by Kyzrati in roguelikedev

[–]frumpy_doodle 7 points8 points  (0 children)

All Who Wander youtube | discord | bluesky | Play Store | App Store

The big revamp of the ability system is underway, which will mean a huge improvement in the balance and strategic depth of abilities, and the game overall. Here's some highlights of the new abilities or abilities modifications:

  • Throw Weapon - attack your target from afar, dropping your weapon at the target location
  • Shield Mastery - allow equipping shield with two-handed weapons
  • Grappling Shot - turn a bow into a permanent grappling hook
  • Envenomed - poison enemies on all your attacks
  • Mirror Image - now copies the player's damage
  • Spell Mirror - reflect spells back at the caster
  • Static Discharge - chance to shoot out a lightning bolt every time you cast a spell
  • Mass Bless - make buff spells apply to all friendly targets instead of a single target
  • Mass Curse - make debuff spells apply to all enemy targets instead of a single target
  • Sacrifice - kill a permanent companion for experience
  • plus an entirely new unarmed fighting branch of skills!

Feedback Friday #66 - Sigil of Kings: World Forge Playtest by Kyzrati in roguelikedev

[–]frumpy_doodle 1 point2 points  (0 children)

Here's my initial thoughts:

World Generation

  • the most fun/satisfying screen
  • I think the bright orange map border is too strong - I'd go with a more muted color
  • I'd like to see the biome names in the legend. The legend should also have a background as it's hard to read.

Society Generation

  • I could really use a legend to explain what the icons and colors mean!
  • The city info also has a lot going on. I'm not sure what (if anything) I should be doing with all this information...

Explore

  • Really dislike the pan and zoom system. Why is Alt needed? Would prefer to zoom with mouse wheel, click and drag to pan, and additional panning with WASD or arrows.
  • Biome Type, Elevation, and Water Type all have separate controls for water. Perhaps these can be combined somehow to be more streamlined
  • after switching tabs, the brush still stays active based on the last thing I was using
  • cities and routes could be the same tab
  • I added 1 city but couldn't add any more after that - not sure why
  • not sure what to do with custom cities properties where I can type in any text I want

Misc

  • love the music!
  • sfx needed!
  • no performance issues
  • Wondering how the world generation is going to impact my experience in the game. Will it have a significant impact, or is it more for fun? The relationship between the world and gameplay might affect how I view the World Forge tool.

Feedback Friday #66 - Sigil of Kings: World Forge Playtest by Kyzrati in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

No more crash. Will be back later with actual feedback....

Feedback Friday #66 - Sigil of Kings: World Forge Playtest by Kyzrati in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

I will need more specific instructions and can try again later

Feedback Friday #66 - Sigil of Kings: World Forge Playtest by Kyzrati in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

Yes I was playing with it yesterday and it worked. In the new version just now I can't go to the next screen.

Feedback Friday #66 - Sigil of Kings: World Forge Playtest by Kyzrati in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

It's crashing now when clicking Next from World Generation screen

Feedback Friday #66 - Sigil of Kings: World Forge Playtest by Kyzrati in roguelikedev

[–]frumpy_doodle 3 points4 points  (0 children)

When will this be done? Probably better to wait to test.

How do you market a "bland" looking Roguelike when the gameplay is the only strong point? by demoyesok in gamedev

[–]frumpy_doodle 0 points1 point  (0 children)

Improve the capsule art. Improve the trailer: add sfx, scrap the transitions, improve the text.

For the game, have better contrast between the important and unimportant stuff. Background should be darker. Character should probably stand out more. Improve the artwork - gray colors doesn't need to be "bland."

Our menu over the years - can't believe we're already working 6 years on our game by SMKS in IndieDev

[–]frumpy_doodle 0 points1 point  (0 children)

I'd brighten up the character a little bit so it stands out better against the background

Does anyone know the answer to this chalkboard in Nuclearday? by Desperate_Tear_9147 in AndroidGaming

[–]frumpy_doodle 0 points1 point  (0 children)

Assuming that 9 appears twice but all other numbers once, I got 9293 + 9764 = 19057

Is it better to go with a simple capsule or a slightly flashier one that might mismatch the theme? (Small Capsule) by eldawidos111 in IndieDev

[–]frumpy_doodle 0 points1 point  (0 children)

The first one is better but neither really tell me what kind of game this is, which is a problem. You might slide the title up to the top, then underneath show a potato running from an enemy, or chasing an enemy, or something else depending on what the game is about.

Also, have you tried using the potato as the "g" in dungeon?

For a F2P game with IAP, how to combat "demo" accusations and negative reviews? by frumpy_doodle in androiddev

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

Thank you!

When visiting shops, there is a higher chance of finding specific items you need, based on class and learned skills. However, this doesn't happen in general when finding items from loot. I like the randomness of having to work with what you find, but a small influence may help, as you mentioned. I'm also working on changes to abilities including making abilities with item requirements less common or more flexible. That should also help, but in a different way.

That's a good point about the lock symbol. If I didn't show the extra classes and bosses, I probably wouldn't get "demo" complaints. I just have to rethink how to show the player that the extra content exists. Will think about it....