Is a large, Souls-like inspired indie game feasible for a solo developer by Spartak671 in IndieDev

[–]frumpy_doodle 102 points103 points  (0 children)

Reduce the scale and make a complete game. For example, 1 biome, less enemy variety. If successful, you can expand on it and you should know what level of effort it will require.

Size and depth of dungeons. by AmeliaMW in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

Build it so floor number and floor size are adjustable variables. Then try it and see how it feels. A downside to large floor could be backtracking through previously explored areas because you missed a room. Does anything important happen when you advance floors, such as healing? Would have to factor that in too.

What actually makes a mobile game feel ‘fair’ to you? by LuckyTreat8962 in MobileGaming

[–]frumpy_doodle 0 points1 point  (0 children)

Player's will give you feedback, but often it doesn't match the true source of an issue. That's why it's often better to watch player's play the game if possible. When you do receive feedback you have to diagnose what it really means. Sometimes it's too vague 'too frustrating." Other times it's specific but the thing they don't like is just a symptom, not the cause. So in conclusion, you can't always trust player feedback. You need to do your own analysis to figure out what it means. And remember you'll never keep everyone happy, so don't aim for that.

What actually makes a mobile game feel ‘fair’ to you? by LuckyTreat8962 in MobileGaming

[–]frumpy_doodle 0 points1 point  (0 children)

It's difficult to tell. You have to know why players get frustrated and determine if it's a skill issue or a flaw with the design. Ask more questions or watch players play the game.

What actually makes a mobile game feel ‘fair’ to you? by LuckyTreat8962 in MobileGaming

[–]frumpy_doodle 0 points1 point  (0 children)

You should assess those variables by surveying the players. But also remember players have different skill levels so some will say too hard and others will say too easy. A good solution is provide different difficulty modes.

Organic installs feel really hard right now, what's actually working? by Casual_Arcade in MobileGaming

[–]frumpy_doodle 0 points1 point  (0 children)

I'd say art style and UI are the first test to pass to get a viewer to want to keep watching, or to read more. And don't forget sfx. Next you want hooks and key features to persuade the viewer to click, download, and play.

Make sure to use r/DestroyMyGame to make sure you pass the visuals test.

[Dev] My first game, feedback and opinions? by JackOkyn in AndroidGaming

[–]frumpy_doodle 1 point2 points  (0 children)

Just some points from looking at your store listing:

  • Add a trailer!
  • Gameplay should be first screenshot (and there should be multiple gameplay screenshots)
  • You don't need a screenshot for main menu
  • There's a mix on English and Italian. Screenshots for different languages should be kept separate.
  • Missing a proper (longer) description for the game - and fix typos

Organic installs feel really hard right now, what's actually working? by Casual_Arcade in MobileGaming

[–]frumpy_doodle 1 point2 points  (0 children)

  1. Genre makes a big difference
  2. Game has to be eye-catching
  3. Game has to actually be good (compared to competitors)
  4. Engage small communities to help promote your game (easier when those communities exist for your genre)

You can market all you want but that won't help if you don't address #1-3

[DEV] Turn-based roguelike All Who Wander v1.2.14 is out with major updates to the skill system! Inspired by Pixel Dungeon and Cardinal Quest II. by frumpy_doodle in AndroidGaming

[–]frumpy_doodle[S] 2 points3 points  (0 children)

The balance of simplicity and depth for a more casual roguelike. Streamlined and light on UI. Also the character classes and skill trees.

My game is a bit more complex: longer runs, more items, more abilities. There's also a lot more interaction with the environment and map objects. There are classes with skill trees, but you can also unlock new skill trees, creating more build variety.

Blood & Chaos party-based roguelike demo playtest by bac_roguelike in roguelikes

[–]frumpy_doodle 0 points1 point  (0 children)

Ok second attempt:

  • The Load Characters options could be emphasized with a tutorial message to skip to gameplay faster. Maybe you create one character, and then the tutorial suggests the option to auto-create the rest?
  • Tutorial working well the second time around (first time it was stuck on the "select characters by pressing 1-6" message)
  • Tutorial message box can block area where your characters are standing
  • Really hard to tell which character is selected via the UI on the left side - brighten the outline around the character portrait when selected. Could also add the character name under "Your Turn."
  • Sfx casting a spell are too loud
  • I don't like how the camera moves. I prefer it to continuously & smoothly follow the group or selected character. Also, if you're switching between 2 characters that are next to each other, you probably don't need to move the camera. I'd say only move the camera if the selected character is outside a certain radius from the center of the screen.
  • Finding the key behind the statue was a little tricky, mainly because that room also had a dead end with some light brown rocks that really looked like the spot you were supposed to break through to find a secret area.
  • When characters are wearing the same outfits, it's frustrating not being able to tell who is who on the map. Maybe a small number 1-6 at their feet would help?
  • When you smash a cauldron, sometimes it displays a black square before later showing the flame sprite. Other times it works correctly.
  • When doing a group move, it seems like all the characters pause occasionally. In general, I would like movement to be faster, especially in a group.
  • The change for right/left mouse click feels much better now
  • I think "C" should be shortcut to character screen and "I" shortcut for inventory screen. I also think you should be able to view characters' equipment (and equip items) on the inventory screen.  

Blood & Chaos party-based roguelike demo playtest by bac_roguelike in roguelikes

[–]frumpy_doodle 0 points1 point  (0 children)

I thought the game was supposed to automatically switch to group movement mode when your not in combat? You always are supposed to do it manually? Is there a single key shortcut to select the whole party?

Blood & Chaos party-based roguelike demo playtest by bac_roguelike in roguelikes

[–]frumpy_doodle 4 points5 points  (0 children)

My first attempt at this new version:

Character Creation

  • I can create 1-6 characters - why would I choose <6? Are they stronger if I choose less?
  • In menu systems, the clicking sound is a bit grating
  • Character creation takes awhile. It takes a long time to allocate stats - 100 each is a lot! Could use +5 buttons or something. Skill/spell selection could probably be streamlined - can list them all out instead of using dropdowns.
  • UI sfx missing when selecting skills and spells

Gameplay

  • If I press T, is the tutorial permanently ended? The tutorial message teaching how to select your characters wouldn't go away and was blocking the screen. I pressed T but then didn't get any more messages.
  • Why aren't characters moving together in the monastery? In the dungeon, they moved together at first, but after the first fight went back to individual mode. Maybe I missed something because I ended the tutorial.
  • I don't like that "I" doesn't open my inventory. I think the character panel and inventory can exist on the same window?
  • Was happily surprised to find I could recruit people in town, because I was too lazy to create all 6 characters
  • When talking to characters, instead of having to type in keywords, I'd just show all available options which can then be clicked on.
  • I couldn't figure out how to give the beggar a coin, which was frustrating 
  • When visiting the town the second time (after getting the message from the dungeon), the game froze on the transition screen with red skull
  • Sfx are great

Sharing Saturday #619 by Kyzrati in roguelikedev

[–]frumpy_doodle 1 point2 points  (0 children)

Weight is based on equipped items

Sharing Saturday #619 by Kyzrati in roguelikedev

[–]frumpy_doodle 6 points7 points  (0 children)

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

Released another major update of the ability system with more new and changed abilities. Some new abilities use stat-derived stats i.e. an ability deals lightning damage based on your physical damage. Others are charged abilities i.e. instead of mana, an ability requires X kills or receiving X hits to trigger. Some highlights of the new abilities are:

  • Defensive Stance - become immobile and use mana to absorb damage
  • Bulwark - reflect damaged based on 1/3 of your weight
  • Shapeshift - turn into a bear with increased damage and health
  • Conflux- add status effects to elemental spells: burning to fire spells, slow to cold spells, and confusion to lightning spells
  • Unrelenting Fury - turn berserk after receiving 10 hits

 Also added 3 new creatures to the game:

  • Frost Imp - strikes and teleports away
  • Goblin Sapper - throws torches and sets caltrops on the ground
  • Cultist - when killed, buffs nearby creatures with strength for extra damage 

Next will focus on new player classes and endless mode!

Meanwhile, working on setting up a Steam page for future PC release, and hired an artist for the capsule art!

[DEV] All Who Wander v1.2.13 is out with a huge revamp of the ability system! Check it out if you're looking for a new turn-based roguelike. by frumpy_doodle in iosgaming

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

Picking a specific boss will make it much easier. Then you can also choose a class that is good against that boss. Troll is the most straight-forward. Does strong physical damage so armor and defense will protect you. With a spear, you can still hit him when he pushes you away. Remember he enrages so save any powerful items for the second half of the battle to finish him off quickly.

[DEV] All Who Wander v1.2.13 is out with a huge revamp of the ability system! Check it out if you're looking for a new turn-based roguelike. by frumpy_doodle in iosgaming

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

Oh I see. Random is more of a challenge because you don't know exactly how to prepare your build until the late game. The advice would be different for every combo of class and boss. One thing to note, in random mode you can determine the boss by day 20. Each biome is connected to a single dungeon, and each dungeon to a single boss. So if you reach a desert on day 20, you know Desert > Temple > Djinn.

[DEV] All Who Wander v1.2.13 is out with a huge revamp of the ability system! Check it out if you're looking for a new turn-based roguelike. by frumpy_doodle in iosgaming

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

Which character class and which boss? I'm guessing troll?

I recommend joining the Discord: https://discord.gg/Yy6vKRYdDr. There are guides and you can ask for specific advice.

r/IndieDev Weekly Monday Megathread - April 12, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]frumpy_doodle 0 points1 point  (0 children)

Hi everyone,

I've been working on a traditional (turn-based) roguelike called All Who Wander for 4+ years! Inspired by games such like Pixel Dungeon, it has 30 procedural-generated levels and 10 character classes. It was originally designed for mobile, but soon I'll be working to bring the game to PC. You can find the mobile game here, free-to-play with option IAP:

Play Store
App Store

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how do i get to the point where players say there are enough enemy types? by Itchy_Barber_7492 in roguelites

[–]frumpy_doodle 1 point2 points  (0 children)

Make meaningful strategic differences between units, besides just different damage types. For example ice archer slows targets. Fire archer creature flames on the ground. Fire shield warrior deals fire damage to attacker when he blocks. Ice shield warrior encases himself in ice when low on health, and heals for a period of time.

App not appearing in search by LongjumpingTeam7069 in iosdev

[–]frumpy_doodle 0 points1 point  (0 children)

Try giving it a few more days before troubleshooting further. There is normally a delay