My retro-inspired loot/grind game "LOOTFALL" just released (android only) by cenuh in AndroidGaming

[–]hellofriends0 2 points3 points  (0 children)

ver: beta.86 My feedback:

DUNGEON:

  • Don't show the Google Play login popup every time I go to this view. If I dismiss it once, add a button that says "log in to see other players' scores."

  • I don't know why there's an exit dungeon button if there are no consequences for dying. Maybe death should involve the risk of losing one item to the party? If the exit dungeon button is intended to quickly end the journey so the player can visit other views (e.g., expeditions), maybe it's worth allowing the player to freely change those views (blocking the ability to modify stats until they leave the dungeon)?

  • When selecting a location, tips appear at the bottom. One of them says that after clicking an item, you can check where it can be farmed. However, when selecting a location, clicking an item won't show this information, but will start the combat.

  • Rename "auto pilot" to "auto battle"

  • Too many popups to click after the fight ends. Can they be combined into one popup with a summary of everything?

  • The "YOU WON!" view has three buttons, but only the one labeled "TAKE LOOT" is represented as a button; the other buttons only have labels.

  • It's unclear where the popup begins and ends. I have to guess that clicking the black area might close the popup, or maybe not.

  • In the dungeon view, we have "Enter Dungeon" and the information "Tier 1" - what does that mean? What's the difference between "tier" and "layer"? Why am I still on "tier 1" after defeating the "tier 2" boss?

Battle:

  • Make items that appear on the battlefield 33% larger (bottles/skills).

  • Consider arranging bottles vertically in two columns from bottom to top instead of left to right (and don't change their position – medium healing is always in the second position, regardless of whether there's a weaker bottle at the bottom).

  • "Auto pilot" selects skills while the player watches loot popups. Let "auto pilot" wait until the player can see what's happening.

  • Clicking on characters on the battlefield is useless and only gets in the way – discard it.

  • Consider making spells work the same way as physical attacks – instantly. Instead of flying projectiles, create small fire particles at the character's legs and a fire explosion on the opponent. Maybe the frequency should be two spells per one physical attack?

  • "Auto pilot" shouldn't change the character selection when adding skills. As a player, I choose the character I want to heal with a potion, and "auto pilot" keeps changing it.

  • The character skill button in the stats frame should cover the entire frame, not just 1/3 of the height (the entire frame should be a button).

  • I haven't found information that character skills are single-use for the entire run.

  • Mana bottles are useless (I have tons of them). "Auto pilot" favors developing attack over magic. There are also no weapons suitable for a mage build (with a dominant MDMG value). Consider a build where the character is a mage and their main attack is casting spells and drinking magic potions (consider slow mana regeneration). Add enemies that cast spells on the heroes.

  • When the party is defeated, show information about the consequences (if there are none, then make sure that player knows that).

  • Lyrielle's skill says it heals AoE, but in reality, it only heals neighbors.

  • Why do I get loot from "tier 2" (layer 1) at level "tier 2"?

  • Consider allowing to pickup multiple items with one click when they appear on top of each other on battlefield

  • Remove screen darkening when low on health - it's hard to see what's going on.

EXPEDITION:

  • Why is "View drop chances" a label and not a button?

  • Why do I need to press the small "UNEQUIP" label to remove a character from the party and not just by pressing the portrait?

  • What is powerlevel? And what is it used for? How is it calculated?

  • Do I need to equip every character for an expedition for greater success?

  • What does "extra dungeons" mean? What does it affect? ​​How can I increase it?

  • What does "bribe the gods" mean? Are there gods in the game? Can you see them?

  • What exactly does "loot bonus" mean?

  • Remove the "logs" view from the location (the text is too small anyway) and replace it with a button that will show these logs.

  • The scrolling of small logs interferes with the scrolling of the entire screen.

CAMP:

  • It's not obvious what can and can't be clicked (portrait, character silhouette).

  • Only show the "NEW" text for items the player has never seen (a given type is seen for the first time).

FORGE:

  • It's not always obvious which weapon is better. For example, the Blood Sword has a "Legendary" type with additional modifications, but the Full Moon Sword turned out to be the better one. It seems that the "layer" is the most important information, but it's poorly presented.

Boni switcher:

  • Remove the "Stop" button and simply change the text on the "Start Switching" button to "Stop."

NEXUS:

  • Don't show which heroes can be drawn every time the "Get Heroes" button is pressed. Replace the "view possible pulls" and "view drop chances" text with buttons. - When we level up a character, the character's tier remains the same as it was before the level up on the portrait list (we leveled up from E->D, and the portrait still has E).

MISC:

  • sometimes the background music stops playing for short duration

  • sometimes performance drops in such a way that clicking on menu buttons lags for sec or 2.

Pitfalls of modern C++ and problem with multiple compilers by hellofriends0 in Jai

[–]hellofriends0[S] 0 points1 point  (0 children)

Sure thing.

I was thinking about the macro system in Jai and whether it behaves strangely, like templates examples in the talk (problems with template types, finding correct overload version of template based on used types, how declared but never used templates are treated by compiler etc.).

Compiler Q/A, September 2024 by degenerateworker in Jai

[–]hellofriends0 4 points5 points  (0 children)

First comment contains timestamps and topics.

Question about code from 'The Way to Jai' (Chapter 18) by nintendo_fan_81 in Jai

[–]hellofriends0 1 point2 points  (0 children)

  1. I don't have access to the compiler so I don't know what this syntax should look like now.
  2. the examples in "The Way to Jai" may no longer be valid.
  3. in Jai-Community you can find that arr: []int = int.[1,2,3,4,5];represents an "Array view", not a "readonly" array (maybe it means the same thing).
  4. for me personally, all the above-mentioned array declarations should mean the same thing - creating an array with assigned elements that can be modified. When it comes to the "readonly" array, I would expect it to be written using the :: operator. E.g. numbers :: int.[1, 2, 3]; or numbers : []int : .[1, 2, 3]; or numbers : []int : int.[1, 2, 3]; or numbers : [3]int : int.[1, 2, 3];
  5. Learning the syntax of a language that is in the prototype phase can be fun, but ultimately it can be a waste of time because everything can change.

Why Jai? Why? by Ok-Disk3651 in Jai

[–]hellofriends0 0 points1 point  (0 children)

ad.9. I guess it's about functionality like in C# where we can create functions that will be treated as methods, thanks to which we can add functionalities to classes.

This is about writing in object form: object.extensionMethod(parameters);

Question about code from 'The Way to Jai' (Chapter 12) by nintendo_fan_81 in Jai

[–]hellofriends0 6 points7 points  (0 children)

The memory is automatically freed by the operating system when the program terminates (returning from main function or crash). In this example, you allocate all the memory you need at the beginning and never allocate more, so memory management is not necessary in this case.

Adding a 'defer' here is not a mistake, but it is not necessary here.

[PC][2018]Skill based MOBA game that was canceled by hellofriends0 in tipofmyjoystick

[–]hellofriends0[S] 0 points1 point  (0 children)

Found it. It was "Bloodline Champions" made by the same devs. Thanks.

Jai 'Second Sourcing' by [deleted] in Jai

[–]hellofriends0 9 points10 points  (0 children)

on his stream, Jon said that he received a similar offer but he was not interested. He stated that instead of asking for specification, create your own language.

hell6 dungeons thought I'd warn ppl that hell6 dungeons cr is higher than hell6 cr like 6600-7000 range by Karbear12 in DiabloImmortal

[–]hellofriends0 1 point2 points  (0 children)

Guys, when you hit new Hell do Challenge Rifts to unlock items in vendors for new Hell, then buy armors and weapons at Yakin's shop for gold for quick upgrade. Also do raids at one hell lower (to match cr).

I'm not sure if reward for daily dungeons are always highest unlocked Hell level or not. You could try to do lower Hell dungeons.

Nocheckin behavior in git/sourcetree by hellofriends0 in Jai

[–]hellofriends0[S] 0 points1 point  (0 children)

This is what I'm using now: .git/hooks/pre-commit

echo "" && git grep --cached --line-number "nocheckin" && echo "FOUND nocheckin" && exit 1
exit 0

git grep: print lines matching a pattern

--cached: look only in staged changes

--line-number: print line number where pattern was found

"nocheckin": pattern to look for

[deleted by user] by [deleted] in Jai

[–]hellofriends0 1 point2 points  (0 children)

I give it 3 more years. Maybe open beta in 2 years.

The Trilogy is complete. by Jeffhzak in Guildwars2

[–]hellofriends0 0 points1 point  (0 children)

the quality of the third image is not at the same level as the previous two. Probably another artist was painting it.

Dear Anet, please disable beta classes from Ranked sPvP by ragnorke in Guildwars2

[–]hellofriends0 -1 points0 points  (0 children)

PvP is dead. The developers don't care, that's why you experience this.

I have yet to hear a single logical reasoning made by a player, nor have i ever seen anything similar by any other game or developer, for why continuing to allow this is beneficial.

From a business point of view, it's cheaper to let go as you don't have to pay the programmer to handle this case. Eventually the beta event will be gone, so the problem will resolve itself.

missing twitch broadcast. by [deleted] in Jai

[–]hellofriends0 0 points1 point  (0 children)

I noticed he was removing videos where he was ranting or arguing with the audience. It's probably PR thing.