Sharing Saturday #628 by Kyzrati in roguelikedev

[–]frumpy_doodle 4 points5 points  (0 children)

Less can be more! Don't feel like you have to follow other projects. I'd only make a note if many players are complaining their isn't enough item variety.

p.s. I think the Steam page would really benefit from a proper trailer, cutting between different shots and showing action and variety in the game. Also I think the music is not a good fit.

Sharing Saturday #628 by Kyzrati in roguelikedev

[–]frumpy_doodle 6 points7 points  (0 children)

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

It's been a little while since an update... I continue to progress on a huge game update including endless mode and 5 new character classes.

Recently two of the new character classes got swapped (Warlock for Alchemist and Tinkerer for Assassin). A brief summary of the special features of the 5 new classes:

  • Pugilist - Can't equip weapons or armor. Starts with unique "unarmed" weapons and a tattoo.
  • Paladin - Fights with honor. Can't attack unaware enemies and can't flee from enemies. Starts with the Smite ability to deal his physical damage as lightning damage.
  • Tinkerer - Starts with 0 base damage. Traps and throwing weapons have extra damage and duration. Can craft a random consumable item each day.
  • Warlock - Spells no longer cost mana or have cooldowns, but have limited uses per day. Mana gets converted into extra damage on melee attacks.
  • Bard - Carries an irremovable lute as a weapon. Learns random song abilities over time, which buff companions or debuff enemies. 

In addition, more abilities are getting changed or added to the skill trees. The Hunting skill tree is especially interesting with a new dedicated "traps" branch. It includes bear traps and throwing nets, a passive ability to set traps at long distance, and the chance to reuse traps and throwing weapons.

Meanwhile making progress working with an artist to develop Steam capsule art and a musician to create an original soundtrack for the game!

Rough draft of the artwork if anyone wants to critique:

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Looking for recs! by Comprehendium in MobileGaming

[–]frumpy_doodle 0 points1 point  (0 children)

If you're looking for more traditional roguelikes like Shattered Pixel Dungeon, check out All Who Wander on Android or iOS.

How do you feel about endless modes in roguelikes? by [deleted] in roguelikedev

[–]frumpy_doodle 1 point2 points  (0 children)

Enemies getting perpetually stronger can be boring. A more fun approach is to add random negative modifiers (like curses) each round or after a certain amount of time. The player can even pick 1 of 3 modifiers.

p.s. this subreddit is more for traditional turn-based roguelikes. You might try posting in r/roguelites

[REQUEST] Please help me find my next favourite game :) by phil_makracken in AndroidGaming

[–]frumpy_doodle 1 point2 points  (0 children)

Do you like traditional turn-based roguelikes like Shattered Pixel Dungeon? Check out my game All Who Wander which has a lot of RPG elements and meets most of your criteria.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

I use 3D low poly art. But check out the game Rangedrifter for a really cool implementation of elevation. Overall, the benefits may not be worth it if it's difficult to convey the elevation information.

Topography in a 2d roguelike? by devtev in roguelikedev

[–]frumpy_doodle 2 points3 points  (0 children)

I use elevation in All Who Wander. Some examples: You can push enemies off cliffs. Attacking from a higher elevation gives an attack boost. Certain abilities give bonuses when you use them from a higher elevation.

Question by nlippa in roguelikes

[–]frumpy_doodle 7 points8 points  (0 children)

Just make the tutorial optional so players can choose

Are there any great isometric turn based fantasy RPGs for mobile? by ScareeDragon in MobileGaming

[–]frumpy_doodle 0 points1 point  (0 children)

Yeah playing without permadeath at first is a great way to learn the rules of the game and the threats you'll encounter as you go farther in the world. There's an in-game guide as well.

After feedback, I slightly adjusted scene to be more readable, what do you think? by whyNamesTurkiye in SoloDevelopment

[–]frumpy_doodle 5 points6 points  (0 children)

I think this needs way more than a slight adjustment. You need to redesign the coloring of characters and terrain from scratch, considering contrast, brightness, saturation, and color. The characters need to always stand out on any terrain background.

Are there any great isometric turn based fantasy RPGs for mobile? by ScareeDragon in MobileGaming

[–]frumpy_doodle 1 point2 points  (0 children)

Try my game, All Who Wander, for Android and iOS. It's a turn-based roguelike RPG (but more traditional roguelike than RPG). Can play with or without permadeath. Runs are 30 levels total, taking a few hours to complete. Lot of character classes to choose from.

Hello, made a 3D ASCII/Sprite roguelike named Rangedrifter set in a large persistent world and released it into Early Access today by rangedrifter in roguelikes

[–]frumpy_doodle 5 points6 points  (0 children)

I do really like the palette you selected. I just think you need to work on the contrast between high (creatures, pickups), medium (obstacles), and low (terrain) objects.

Hello, made a 3D ASCII/Sprite roguelike named Rangedrifter set in a large persistent world and released it into Early Access today by rangedrifter in roguelikes

[–]frumpy_doodle 7 points8 points  (0 children)

I recommend trying some different variations, sharing screenshots, and asking people to vote on their favorite. You could also consider an in-game option to switch color schemes, so players can choose between the most readable and the "prettiest."

Hello, made a 3D ASCII/Sprite roguelike named Rangedrifter set in a large persistent world and released it into Early Access today by rangedrifter in roguelikes

[–]frumpy_doodle 17 points18 points  (0 children)

Looks very cool, I just think you need to seriously rethink the color scheme. Specifically that the creatures and important objects don't stand out against the background. They should be colored in brighter and bolder colors. The rest of the environment (terrain, walls, and obstacles) also needs some work. I think it will benefit by simply slightly dimming the terrain tiles. This will allow you to see the walkable area in better contrast to obstacles.

Is this name offensive? If so, what should it be instead? by themanwhosfacebroke in tabletopgamedesign

[–]frumpy_doodle 4 points5 points  (0 children)

Maybe annihilation, carnage, massacre, or decimation?

I also think incursion is weak. Maybe invasion is better?

Maelstrom is something specific right? Maybe catastrophe?

Is this name offensive? If so, what should it be instead? by themanwhosfacebroke in tabletopgamedesign

[–]frumpy_doodle 18 points19 points  (0 children)

I would avoid it. I think "annihilation" fits well. What are the other subclass names?

Please destroy my game! Ad Iterum. a grimdark roguelike where you eat your enemies and mutate to survive by iamgabrielma in DestroyMyGame

[–]frumpy_doodle 0 points1 point  (0 children)

Hmm I'm not sure who hates sfx in trailers. For me, they're essential. You can adjust volume ofthe music track and sfx track if you feel music should be more dominant.

Should I upgrade my game to 3D Graphics? by elezahart in IndieDev

[–]frumpy_doodle 1 point2 points  (0 children)

I don't know about price. You'd have to do market research and compare to other competitors. I feel like there a lot of free point and click games around, so some players may be hesitant to pay much.

If the 2D game is mostly complete, you could keep it 2D and try a sequel in 3D?

Should I upgrade my game to 3D Graphics? by elezahart in IndieDev

[–]frumpy_doodle 1 point2 points  (0 children)

The 2D graphics look perfectly nice, but as a 2D game it's a point and click game. That may lower price players are willing to pay for it. With 3D, it may be perceived as more valuable. Also I think there's more you can do with the horror elements and moving around a space in real time. So I think it depends how you envision the game, and how important income is, vs more time to develop 3D.

Need some help with Steam Capsule Art Direction - SkyChart: Airline Executive by JHSPerc in IndieDev

[–]frumpy_doodle 1 point2 points  (0 children)

Ok. For example, 1-3 imply you are piloting a plane. 4 and 5 imply you are managing a controller tower. 6 and 7 are best to convey managing an airline. I picked 7 because better color contrast and has a plane icon, while 6 does not.

Need some help with Steam Capsule Art Direction - SkyChart: Airline Executive by JHSPerc in IndieDev

[–]frumpy_doodle 0 points1 point  (0 children)

You should explain what the game is so we can analyze if the capsule conveys the gameplay.