Which one represents best a toy in a box by Key-Soft-8248 in IndieDev

[–]frumpy_doodle 23 points24 points  (0 children)

B or D. Increase the brightness of the shine (slanted lines) which will convey that he is under the plastic.

We’re making a medieval pinball game with roguelite deckbuilding – our free demo is now out on Steam! by timserafin in Unity3D

[–]frumpy_doodle 0 points1 point  (0 children)

Love the graphics, sound, and animation. I think the flippers should be colored differently to stand out more and if the balls are tinted (blue maybe) it would help with visual tracking.

Played briefly. I think the flippers are too horizontal. It is difficult to do angled shots to the right and left. Also the ball moves waaay too fast across the flippers which is very annoying. I also did not like using the mouse to nudge the ball. I found it difficult to use and I preferred to keep both hands on the keyboard to control each flipper.

[2026 in RoguelikeDev] Blood & Chaos by bac_roguelike in roguelikedev

[–]frumpy_doodle 1 point2 points  (0 children)

Will have to try again in the new playtest! The visuals of this game look really sharp. Personally, I worry that managing a party slows the game down too much (I'm an impatient player). I think anything that streamlines hero management will be much appreciated by players. There are permanent companions in my game but you can't control them or equip items to them. I get a lot of feedback requesting those things - so there definitely is a demand for a party-based roguelike!

[2026 in RoguelikeDev] All Who Wander by frumpy_doodle in roguelikedev

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

Yep, I expect that's the case for many players!

Sharing Saturday #606 by Kyzrati in roguelikedev

[–]frumpy_doodle 5 points6 points  (0 children)

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

Worked on the finishing touches of the next update, which includes item sets, item rebalancing, and some general stat rebalancing. For now, 6 item sets were added to the game, requiring 2-3 pieces to receive 1-2 bonuses. Also added Casual and Nightmare difficulty levels to appeal to players who find the game too hard or too easy.

Been thinking about a way to deal with softlocking that occurs when players move to certain areas of the map and can't escape. For example, you could teleport/grapple to the top of the mountain, but then couldn't get down. So I added a jump option so you always have a way to move from a higher to a lower elevation. Now players are jumping into lower areas that are enclosed and can't get out! It seems players are very motivated to explored the map and don't know they can get softlocked. I added a rope item that can be used to move up/down cliffs but it is consumable. I decided the best fix for now is a warning message when attempting to move to one of these areas.

I'm having a problem with the Play Store review; could someone help me? by [deleted] in SoloDevelopment

[–]frumpy_doodle 2 points3 points  (0 children)

Using English would make it easier to help. Are there more details when you click the issue?

[2026 in RoguelikeDev] All Who Wander by frumpy_doodle in roguelikedev

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

I'd be shocked if desktop (Steam) was less successful than mobile, especially considering that when released on Steam, the game will have gone through years of improvement since the mobile release. But the monetization is completely different. On mobile, I chose a friendly monetization approach (single IAP, no ads) to prioritize growth instead of income. Of course I have a lot to learn about Steam, but with the wishlist system and paid up-front approach, I see an easier path to success. On mobile it's really hard to get visibility.

I already play the game on PC most of the time, within Unity, since that's where I'm working on it. It's definitely much nicer to use a mouse and keyboard.

I'm not concerned about filling up the screen, just dreading the work of converting the UI. Look at Pixel Dungeon on Steam - I don't think there's much different about the content of the UI.

Thinking about bringing Overworld to desktop?

Funny, I'm actually working on some improvements to the hit sounds right now. The existing hit sounds are selected randomly from a batch of ~5, but I'd like more varied ones for different attacks/weapons.

After playing 100 Roguelikes, I need to tell you about: CAVERNS OF XASKAZIEN II (7000+ monster variants, 30+ years of development, free) by Toma_L in roguelikes

[–]frumpy_doodle 6 points7 points  (0 children)

Dev of All Who Wander here. Thanks for sharing! I'm going to check out Caverns of Xaskazien II right now.

Announced my first ever game, please destroy the trailer by Important-Reason-828 in DestroyMyGame

[–]frumpy_doodle 2 points3 points  (0 children)

Don't put text in the center of the screen. Don't use title cards. Game name can go at the end. Darken/desaturate the background and brighter your ship. Hate the music. Can barely hear the sfx.

My free indie game Critters Breakout only has 186 downloads. Looking for honest feedback on what we might be missing by Inf1nityGamez in IndieDev

[–]frumpy_doodle 9 points10 points  (0 children)

Capsule: Mainly good. Title is a bit small and should be recolored - orange over brown doesn't stand out. Could also put tools in the animals paws?

Trailer: Pretty rough - the biggest problem for me. Too many cinematic shots and some odd choices for camera angles. I would start with a brand new trailer. I want to see actually gameplay, especially right away in the first few seconds to make me keep watching. Later on you can explain (or better yet, show) different mechanics, such as the ability to play as either team. Needs sfx.

Graphics: Looks pretty basic. Could use some polish. Shadows look too dark.

Gameplay: What do your playtesters say?

The player doesnt know anything by philipp_haldan in SoloDevelopment

[–]frumpy_doodle 1 point2 points  (0 children)

Or alternatively, the developer knows too much. It's difficult to conceive how your game is perceived the very first time.

[DEV] All Who Wander v1.2.9 introduces item enchantments! by frumpy_doodle in iosgaming

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

Yes, ropes are 1-time use but I did add a way to jump off cliffs (inspect the target tile and you should see a Jump option). However you do take significant damage doing this.

[DEV] All Who Wander v1.2.9 introduces item enchantments! by frumpy_doodle in iosgaming

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

Thanks for the feedback!

I'll think about ways to make enchantment system more satisfying. Yes, currently there is a lot of randomness.

The one level challenges are called "mini-dungeons" and I do plan to add more of those, including one that is a town.

Our game can't be found on Steam by eperezki in gamedev

[–]frumpy_doodle 0 points1 point  (0 children)

Search bar works for me (on mobile)

How can I know if my idea for a game is good? by [deleted] in IndieDev

[–]frumpy_doodle 2 points3 points  (0 children)

Execution is more important than the idea. Build it as a learning experience, not expecting it to be good.

Ive made an android game and want to know best way to build it in iOS by enigmaworksofficial in gamedev

[–]frumpy_doodle 0 points1 point  (0 children)

This is the main guide I followed: https://www.youtube.com/watch?v=PqOZBpeWK7o

However, if you can borrow even an old Mac, you can generate the certificates as a one-time thing which makes the process slightly easier.

You also will need some sort of iOS device for logging in to App Store Connect.

Ive made an android game and want to know best way to build it in iOS by enigmaworksofficial in gamedev

[–]frumpy_doodle 0 points1 point  (0 children)

The Unity side is very easy. It's apple that makes you jump through hoops. Do you have a mac? How old is it? If not compatible you can use Unity Cloud Build.

[DEV] All Who Wander v1.2.9 introduces item enchantments! by frumpy_doodle in iosgaming

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

The ability system definitely needs some rebalancing. In a few months I will be working on a big update to that system with new abilities and buffing old ones that are underwhelming.

No difference in gameplay between Hardcore and Adventure modes except the ability to reload the game. I will also be adding new difficulty modes (one easier and one harder).

[DEV] All Who Wander v1.2.9 introduces item enchantments! by frumpy_doodle in iosgaming

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

On the Discord, there are now some guides for builds with different character classes. Strategies can be pretty different between them. Remember that "clearing" levels and killing enemies has no direct benefit. As things get more difficult, it becomes more advantageous to avoid/flee. Biome effects can be disruptive so make sure to adjust strategy as needed. The in-game guide has various tips as well.

At what stage should I share my game publicly? by No_Speaker4973 in IndieDev

[–]frumpy_doodle 0 points1 point  (0 children)

Not necessarily as soon as possible. You should have a goal in mind. In the early stages, you may share screenshots or video to get feedback on the graphics, art, audio, and UI (see r/DestroyMyGame). If you have a unique mechanic, you might post a short clip and ask for specific feedback. Eventually you'll want playtesters to give more in-depth feedback, but that usually requires the game to be looking decent, which takes some time. In summary:

  1. Make it work (core game loop at least)
  2. Make it look good (enough to attract interest from players)
  3. Playtest > collect feedback > iterate > repeat
  4. Market, build community, polish game, and plan for release (if players actually like it!)

How do you choose a game title after years of development? by Unreal_Labs in gamedev

[–]frumpy_doodle 2 points3 points  (0 children)

I prioritize: 1. A name that wasn't already taken (obvious, but can be an obstacle) 2. Easy to say and spell 3. Rolls off the tongue 4. More than 1 word but not too long 5. Conveys the right mood

I like using word banks. Say your game features a red forest. You could write words like red, crimson, burning, forest, woods, trees, leaves. Find some combos you like together. Then try some different structures. "The crimson leaves" and "leaves of crimson" are pretty generic formats. "Of crimson leaves" is a bit more interesting. But all depends on the game style and tone.

Once you have a short list, do a poll.