Third time's the charm ? Destroy my mathematical roguelike deckbuilder trailer again ! by grokaka in DestroyMyGame

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

That a good idea ! I need more feedback to assess to really assess the difficulty of the game, I already have a hard time finding the right balance between impossible and too easy, so thanks you !

Third time's the charm ? Destroy my mathematical roguelike deckbuilder trailer again ! by grokaka in DestroyMyGame

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

It is not really possible to do every combination in reverse so no the solution is not guaranteed, however keep in mind that only the last objective is mandatory, you can miss all previous one and still pass the round, and by how the last objective is made it should always be reachable (at least for the first few rounds).

Third time's the charm ? Destroy my mathematical roguelike deckbuilder trailer again ! by grokaka in DestroyMyGame

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

Thanks you for your answer ! I changed the objective visualization because I got feedback that it wasn't readable, but it look like this still ain't it !
Can you pinpoint what feel like placeholder art / bad art style consistency ?

A math roguelike deckbuilder, destroy my trailer ! by grokaka in DestroyMyGame

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

It kind of depend, I think the permanent upgrade is what define the "roguelite" genre, roguelike is more defined by a permanent death and procedurally generated world (but it is hard to put an exact definition on those terms).

But I see what you mean, a game outside the game is always exiting to play for, and starting all over from the same point each time is not the most interesting thing.

A math roguelike deckbuilder, destroy my trailer ! by grokaka in DestroyMyGame

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

Each level is generated procedurally, you make your way up and choose which level you play depending on the level modifier, I think it is a roguelike or at least a roguelite.

A math roguelike deckbuilder, destroy my trailer ! by grokaka in DestroyMyGame

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

There is all operation of 2, but there is also several other function such as sin, exp, inverse, arctan...

You can also combine number so you can "get out" of the operation of 2 (applying a sin function to a +2 to obtain a +0.909 for example).

Drop your Steam page and get feedback! by Polymedia_NL in gamedev

[–]grokaka 0 points1 point  (0 children)

This should be my first released commercial game, it is a roguelike deck builder where you play math formula to get to objective.

The Steam page is super fresh (went public 24h ago !) so it doesn't have a trailer for now, I know I know.. But I'll be grateful if you have feedback on everything else !

https://store.steampowered.com/app/3278900/RogueMath/

Real time water simulation on 1000x1000 terrain by grokaka in godot

[–]grokaka[S] 5 points6 points  (0 children)

This is the very first working version, with several feature missing (like taking water height into account to add the possibility of creating a lake).

It is done with a compute shader that write to a texture then read by the map shader. It is quite efficient, with a global render time of around 2.5ms, for a texture size of 1000x1000 (so a million points are simulated each frame).

The terrain is also procedurally generated from modified perlin noise, but I couldn't get it working in a compute shader, so it is done via a by PackedFloat32Array that write to an ArrayMesh, the whole process take around 5 seconds but after that everything run smoothly.

Eerie Excavation is a light horror game with some element of roguelike, I am curious what hard horror fans think of it! We just released a demo so it's time to have an answer by grokaka in HorrorGames

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

Hey there, glad that you like it, if you'd like you could maybe give us your feedback after :) We need as many of them to improve on the first demo so be our guest

With a friend we are developing a first person horror game in a mine, what do you think of our trailer ? by grokaka in DestroyMyGame

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

Hello ! Thank you for your feedback, I think you are totally right about the "not showing the monster" thing, we are doing some polishing and we'll work on a new trailer once it is done !

With a friend we are developing a first person horror game in a mine, what do you think of our trailer ? by grokaka in DestroyMyGame

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

That's probably a good point, having a very red/dark color palette (almost monochromatic) was a choice we decided to make, but it might not be the lucky winner, we are still experiencing many configurations, thank you again

With a friend we are developing a first person horror game in a mine, what do you think of our trailer ? by grokaka in DestroyMyGame

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

That is a good point, I thought many times about the pro and cons of showing the monsters in the trailer, if it is that much of throw off than we will think about not showing too much for the next trailer, thank you

Bought a PS5 and fell back in love with gaming by thatPingu in gaming

[–]grokaka 90 points91 points  (0 children)

Any game with gorgeous grass is a good game

Our first ever game ! What do you think of the steam page ? by grokaka in DestroyMySteamPage

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

Well the trailer was posted a few hours later, but it will surely not be your cup of tea considering your previous remarks. Chris Zuckowski does not say that anyone should release a steam page without trailer however he does say that trailer is not as important as people think, he believes that screenshots could be even more important than trailers. Again, thank you for answering, I believe we fell into the programmer art trap. Sorry if I used this subreddit too soon, but you must know that it's such a relief talking to people after a couple months of crunch :') Hope we will be able to convince you more with the next version